Roper
RL 10Environment: Underground | Type: Animals, Monstrous
π Full Creature / NPC Stat Block(s)
Rules of Legend d20 Format
Adult (Roper): CL 13; XP 3300; L Monstrous Animal (Invertebrate); RL 10; HP 136, SP 96, PP 36; Init +5; Spd 3 (Swim ×4 MP); DeCa/p 22/19 (crit +34), Fort 27, Ref 22, Will 24; DR 14, MR 20, Cold res 10, Elec imm; AP 20; Atk Tentacle Sz -1, AP 7, Rch 0-1, +6 ((+10 vs Fort - 2d8 Str) + grapple); Atk Bite Sz -1, AP 7, Rch 0-1, +3 (2d8+6 P HP); Multi Tentacle/Tentacle Sz -1, AP 12, Rch 0-1/0-1, +6/+6 ((+10 vs Fort - 2d8 Str) + grapple/(+10 vs Fort - 2d8 Str) + grapple); Multi Tentacle/Tentacle/Tentacle Sz -1, AP 17, Rch 0-1/0-1/0-1, +4/+4/+4 ((+10 vs Fort - 2d8 Str) + grapple/(+10 vs Fort - 2d8 Str) + grapple/(+10 vs Fort - 2d8 Str) + grapple); Multi Tentacle/Tentacle/Tentacle/Tentacle Sz -1, AP 22, Rch 0-1/0-1/0-1/0-1, +2/+2/+2/+2 ((+10 vs Fort - 2d8 Str) + grapple/(+10 vs Fort - 2d8 Str) + grapple/(+10 vs Fort - 2d8 Str) + grapple/(+10 vs Fort - 2d8 Str) + grapple); Grp AP 9, Rch 0-1, +3/+11; Spc 2x2 sq; SS LL vision x2, Darkvision 12, Blind-fight; SA Monkey grip Lesser, Fast reflexes Lesser, +2 reactions/r, Impr trip / Req: Weapon==WpNat, Impr disarm / Req: Weapon==WpNat, Impr sunder / Req: Weapon==WpNat, Impr grapple, Impr bull rush, Impr overrun, Greater bull rush, Greater overrun; SD Fear res +2, Evasion Lesser; SQ Combat reflexes; AL Usually CE; Str 18, Con 16, Dex 12, Int 12, Wis 16, Cha 12.
Skills: Acrobatics 5, Athletics 11, Perception 5, Stealth 5, Survival 5, Weapons - Natural 11, Weapons - Brawling 11, Combat Instincts 11, Fighting Style - Akimbo 11.
Skills: Acrobatics 5, Athletics 11, Perception 5, Stealth 5, Survival 5, Weapons - Natural 11, Weapons - Brawling 11, Combat Instincts 11, Fighting Style - Akimbo 11.
Base Species Characteristics
Size Class 1Racial Ability Adjustments
STR
+8
CON
+6
DEX
+2
INT
+2
WIS
+6
CHA
+2
Natural Attacks
6 Tentacle { AttMod=StrMod; Dmg=(+8 vs Fort - 2d8 Str) + grapple; } Bite { Dmg=2d8+StrMod P HP; }
Racial Traits & Special Abilities
Sns { Qual=LowLightVision; Value=2; } Sns { Qual=Darkvision; Value=12; } DefMod { Qual=ColdRes; Value=+10; } DefMod { Qual=ElectricRes; Value=+999; } ActMod { Qual=Hide; Type=racial; Value=+4; }
Organization:
Solitary, pair, or cluster (3-6)