Chaotic Evil Large Monster (9-ft, 2,200-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-3 (VII. 1-2)
SURPRISE: 33% — Others Auto
SENSES: infravision
ARMOR CLASS: 0
MOVE: 3"
HIT DICE: 10-12 (10 HD, hp 45)
% IN LAIR: 90%
TREASURE TYPE: See description
THAC0: 10
MELEE: bite (5d4)
MISSILE: 6 strands (range 20/30/50) plus weakness and grab
SPECIAL ATTACKS: grab, weakness - Hits As: +3
SPECIAL DEFENSES: amorphous, immune to electricity, poison resistance, resist cold (half)
WEAKNESS: vulnerability to fire (-4)
MAGIC RESISTANCE: 135%
INTELLIGENCE: Exceptional (15-16)
MORALE: +50%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LANGUAGES: Roper (plus additional per Intelligence)
LEVEL: VII (XP 2,760 + 16 per hp)
11 HD—AC 0, HD 11, hp 50, THAC0 10, Hits as +4, Saves 7/8/9/8/10
12 HD—AC 0, HD 12, hp 54, THAC0 9, Hits as +4, Saves 7/8/9/8/10
This yellowish gray monster appears to be a mass of foul, festering corruption. The roper is cigar-shaped, about 9-ft long, with a diameter of some 3-ft.
Ropers inhabit subterranean caverns. They prey upon all forms of creatures, but humans are their favorite form of food.
These monsters can stand upright in order to resemble a pillar or stalagmite or flatten themselves at full length upon the floor so as to look like nothing more than a hump.
The roper has six strands of strong, sticky rope-like excretion which it can shoot from 2"-5". A hit causes weakness (50% from Strength in 1-3 melee rounds), and the roper then draws its prey into its toothy maw where it is quickly devoured.
The chance for breaking a strand is the same for opening a door, but every round the roper will drag the victim 10-ft closer.
They are unaffected by lightning, take half damage at most from cold, but are very susceptible to fire (-4 on saving throw).
The roper has a gizzard-like organ which holds 3-18 platinum pieces and can contain 5-20 gems (35% chance).
Chaotic Evil Man-sized Monster (5-ft, 500-lbs)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33% — Others see desc
SENSES: infravision, tremorsense (200-ft)
ARMOR CLASS: 0
MOVE: 1"
HIT DICE: 6 (hp 27)
% IN LAIR: 90%
TREASURE TYPE: M, N, Q (x2)
THAC0: 13
MELEE: bite (1d10)
MISSILE: 6 strands (range 20/30/50) plus poison or weakness and grab
SPECIAL ATTACKS: grab, poison, weakness - Hits As: +1
SPECIAL DEFENSES: immune to missile weapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
MORALE: +30%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Roper (plus additional per Intelligence)
LEVEL: VI (XP 500 + 6 per hp)
The storoper (from "stone roper," also called "tar roper") is about 5 feet high and 2 feet in diameter and appears to be a small statue of a roper.
It is a cigar-shaped creature with 6 tentacles and a gaping maw, and it weighs about 500 pounds. The storoper has a silicon-based, rock-like body. It can sense movement up to 200 feet away and will become perfectly still, resembling a statue.
If anything approaches within 50 feet of the storoper, it will attack by suddenly shooting out its tentacles; it prefers to attack 2 victims at once, each with 3 tentacles. The first 2 victims successfully attacked will be injected with the storoper's venom (through the tentacles-no saving throw). The victims will be immobilized; in fact, they will appear to have turned to stone! One round after the "petrification", the victims will recover, but they are now drugged and will fight to aid the storoper to the best of their ability! If the storoper is killed, its drugged "defenders" will stop attacking and wander about aimlessly until the venom wears off. This takes 10 turns. The storoper can inject victims only twice per day; thereafter its attacks are similar to those of a normal roper.
Each hit by a tentacle causes weakness (50% loss of Strength in 1-3 rounds), and during each round the victim (or victims) is dragged 10 feet closer to its maw. The chance to break these strong tentacles is double the character's chance to bend bars or lift gates (for example, a character with a Strength of 15 has a 14% chance).
Because of their stony exteriors, normal missile fire will not injure storopers, but magic missiles and normal or magical hand-held weapons will. All spells, including those using lightning, cold, and fire, will do normal damage to the creature.
Once dead, the storoper can be pried open using a chisel or an iron spike. Inside its gizzard may be found a few coins and possibly a small number of gems as well.