Roper
Roper
Roper Game Tokens
Enhance your gameplay with our free Roper game tokens at Mistcharter Maps! Download now to bring the eerie depths of the underworld to your tabletop adventures with detailed, vivid artwork. Experience the thrill of encountering these cunning predators in your next campaign.
Token pack includes 250x250px square and round game tokens.
Roper Key Stats
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Challenge Rating
5
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Type
Monstrosity
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Size
Large
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Habitat
Cave
Explore our Cave maps for more inspiration -
AC
20
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HP
93 (11d10)
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Roper Introduction
In the dim, echoing caverns of the Underdark, where shadows dance and the air is thick with the scent of damp stone, lurks a creature of cunning and malevolence—the Roper. As you venture deeper into these subterranean realms, the very walls seem to close in, and the oppressive darkness becomes a living entity, whispering secrets of the ancient and the unknown. It is here, amidst the stalactites and stalagmites, that the Roper waits, blending seamlessly with its rocky surroundings, a master of disguise and deception.
The Roper is a formidable predator, its appearance as deceptive as its intentions. At first glance, it might be mistaken for a mere stalagmite, its rough, stone-like skin mimicking the texture and color of the cavern walls. But upon closer inspection, one might notice the subtle, unsettling details that betray its true nature. Its body is a mass of sinewy muscle, tapering into a maw lined with razor-sharp teeth, capable of crushing bone and armor alike. From its sides extend long, rope-like tendrils, each one capable of reaching out with lightning speed to ensnare unsuspecting prey.
These tendrils are the Roper's primary weapon, and it wields them with deadly precision. With a flick of its appendages, it can grapple and drag its victims toward its gaping maw, all while remaining anchored to its rocky perch. The Roper's eyes, small and beady, glint with a malevolent intelligence, watching and waiting for the perfect moment to strike. It is a patient hunter, content to remain motionless for days, even weeks, until the opportunity for a meal presents itself.
The Roper's habitat is as much a part of its identity as its physical form. It thrives in the deepest, darkest caverns, where the light of the sun never penetrates, and the only illumination comes from the faint glow of bioluminescent fungi or the occasional flicker of a torch. These environments are rich with echoes and shadows, providing the perfect cover for the Roper's ambush tactics. Legends speak of entire adventuring parties disappearing without a trace, swallowed by the darkness and the Roper's insatiable hunger.
In the lore of the Underdark, the Roper is a creature of myth and terror, a symbol of the unknown dangers that lurk beneath the surface world. Tales are told of its cunning and cruelty, of its ability to mimic the very stone around it, and of the chilling silence that follows in its wake. To encounter a Roper is to face the embodiment of the cavern's darkest secrets, a test of both courage and cunning for any who dare to venture into its domain.
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Roper Skills & Traits
Skills
- Perception +5
- Stealth +5
Senses
- Darkvision 60 ft.
- Passive Perception 15
Languages
- Understands Common, Terran, but can't speak
Abilities
- False Appearance: While the roper remains motionless, it is indistinguishable from a normal cave formation such as a stalactite or stalagmite.
- Grasping Tendrils: The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Actions
- Multiattack: The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
- Tendril: Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
- Reel: The roper pulls each creature grappled by it up to 25 feet straight toward it.
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Battle Tips for the Roper
The Roper is a formidable creature that can provide a unique challenge for adventurers. With its ability to blend into rocky environments and its long-reaching tendrils, it can be a surprise threat in any dungeon setting. Here are some tips for Dungeon Masters on how to effectively use the Roper in battle:
Using the Roper in Battle
- Ambush Tactics: Place the Roper in areas with plenty of rocky cover, such as caves or mountainous terrain. Its natural camouflage allows it to remain hidden until the perfect moment to strike.
- Control the Battlefield: Use the Roper's tendrils to grapple and restrain key players, disrupting the party's formation and strategy. Target spellcasters or ranged attackers to limit their effectiveness.
- Environmental Hazards: Position the Roper near environmental hazards like cliffs, lava pools, or deep chasms. Grappled characters can be dragged towards these dangers, adding an extra layer of threat.
Coordinating Multiple Ropers
- Divide and Conquer: Use multiple Ropers to split the party. Each Roper can target different characters, pulling them away from their allies and isolating them for easier takedowns.
- Overwhelm with Numbers: A group of Ropers can create a web of tendrils, making it difficult for the party to move freely. This can lead to a chaotic battle where adventurers must constantly fight to free themselves.
- Retreat and Regroup: If the battle turns against them, Ropers can use their climbing abilities to retreat to higher ground or deeper into the cave system, regrouping for another ambush.
Fleeing Strategies
- Disengage and Hide: If a Roper is heavily damaged, it can use its natural camouflage to blend back into the environment, effectively disappearing from sight and avoiding further damage.
- Use Allies as Distractions: If other creatures inhabit the area, a Roper can retreat while its allies engage the adventurers, providing cover for its escape.
- Retreat to Narrow Passages: Use the Roper's knowledge of the terrain to retreat into narrow passages where larger adventurers may have difficulty following, allowing it to escape or set up another ambush.
By utilizing these strategies, Dungeon Masters can create memorable and challenging encounters with Ropers, keeping players on their toes and adding depth to their adventures.
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