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Roper

Large Monstrosity, neutral evil

CR 5

1,800 XP

AC: 20 (natural armor)
HP: 93 (11d10+33)
Speed: walk 10 ft. , climb 10 ft.
Skills: Perception +6, Stealth +5
Senses: darkvision 60 ft., passive Perception 16
Languages:
STR
18
+4
DEX
8
-1
CON
17
+3
INT
7
-2
WIS
16
+3
CHA
6
-2

Special Abilities

False Appearance

While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a 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.

Spider Climb

The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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. Hit: 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 ft. straight toward it.

Quick Reference

Challenge: CR 5
Type: Monstrosity
Size: Large
Alignment: neutral evil
Best for party of 4 at level 8-9

Running This Encounter

Position the Roper in a confined space where its 50-foot darkvision and ambush tactics shine. The creature uses its incredible Strength to grapple multiple party members simultaneously with its six tentacle attacks, each capable of restraining targets. Emphasize the horror of being trapped and lifted helplessly—Ropers are patient hunters that pull victims toward their gaping maws. Reward clever positioning and ranged attacks from party members outside tentacle reach.

Combat Tactics

The Roper opens combat by using its tentacles to grapple the closest and most vulnerable targets, prioritizing spellcasters and ranged attackers. Once a target is grappled and restrained, it uses its movement to drag victims 25 feet closer each turn toward its position, setting up for devastating bite attacks. The creature fights to the death, relying on its high AC and hit points to outlast opponents.

Environment & Setting

Ropers are naturally found in deep caves, crevices, or underground caverns where they can anchor themselves to stone. They prefer tight quarters like dungeon corridors, cliff faces, or cavern chambers where their grappling tactics are most effective and escape routes are limited.