Roper (CR 12)
Large Magical Beast
Alignment: Usually chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +13, and Spot +13
AC: 24 (-1 size, +1 Dex, +14 natural), touch 9, flat-footed 23
Hit Dice: 10d10+30 (85 hp)
Fort +10, Ref +8, Will +8
Speed: 10 ft.
Space: 10 ft./10 ft. (50 ft. with strand)
Base Attack +10; Grapple +18
Attack: Strand +11 ranged touch or bite +13 melee
Full Attack: 6 strands +11 ranged touch and bite +13 melee
Damage: Drag, bite 2d6+6
Special Attacks/Actions: Drag, Strands, weakness
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Special Qualities: Electricity immunity, cold resistance 10, fire vulnerability, SR 30
Feats: Alertness; Improved Initiative; Iron Will; Weapon Focus (strand)
Skills: Climb +12, Hide +10*, Listen +13, and Spot +13
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary, pair, or cluster (3-6)
Treasure: No coins; 50% goods (stone only); no items
A roper hunts by standing very still and imitating a bit of rock. This usually allows it to attack with surprise. When it notices prey, it lashes out with its strands and bites adjacent opponents with its powerful maw.
Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment).
Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent's body This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless that creature breaks free, which requires a successful Escape Artist check (DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.
A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (AC 20).
Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.
Fire Vulnerability (Ex): A roper takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Skills: Ropers receive a +8 racial bonus to Hide checks in stony or icy areas.