Roper, Prismatic (CR 9)

Large Aberration
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +7, and Spot +3
Languages: No language


AC: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Hit Dice: 9d8+27 (67 hp)
Fort +6, Ref +5, Will +7
Speed: 10 ft.
Space: 10 ft./20 ft.
Base Attack +6; Grapple +16
Attack: Tentacle +11 melee
Full Attack: 4 tentacles +11 melee
Damage: Tentacle 1d6+6 plus poison
Special Attacks/Actions: Color spray, hypnotic coloration, poison
Abilities: Str 22, Dex 15, Con 17, Int 4, Wis 12, Cha 15
Special Qualities: -
Feats: Ability Focus (hypnotic coloration); Alertness; Improved Initiative; Stealthy
Skills: Hide +4*, Listen +7, Move Silently +8, and Spot +3
Advancement: 10-18 HD (large); 19-27 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary, pair, or nest (3-12)
Treasure: None

Source: Monster Manual III

Combat

A prismatic roper lurks in the darkness and uses its tremorsense to locate approaching creatures. If not severely outnumbered, it uses its hypnotic coloration to lure prey close before lashing out with its tentacles and injecting its paralytic poison. It will direct a color spray toward the largest cluster of opponents, but only if they are within easy reach once they become fascinated by its effect. If approached by larger or more numerous foes, a prismatic roper blends into the background and tries to remain hidden, unless a creature approaches within its tentacle reach. Once its prey is paralyzed, it will squeeze the life out of the creature before bringing it to its mouth, which is located on the top of its head.

Color Spray (Sp): 3/day - color spray (DC 13). Caster level 9th. The save DC is Charisma-based.

Hypnotic Coloration (Ex): A prismatic roper can use a standard action to change colors rapidly like a squid, creating a mesmerizing display. This effect grants the creature concealment and fascinates all who can see it (Will DC 18 negates). Those fascinated by a prismatic roper approach the creature at walking speed When using this ability, a prismatic roper loses its normal racial bonus on Hide checks (see below).

Sightless creatures are not affected. This is a mind-affecting ability. The save DC is Charisma-based and includes a +2 bonus from the Ability Focus feat.

Poison (Ex): Injury, Fortitude DC 17, initial 1d6 Dex, secondary paralysis. The save DC is Constitution-based.

Skills: *Prismatic ropers gain a +20 racial bonus on Hide checks in underground areas due to their camouflaged hide.