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Stone Roper

Large monstrosity, neutral evil

Armor Class 20 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (–1) 17 (+3) 7 (–2) 16 (+3) 12 (+1)

Skills Perception +6, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 6 (2,300 XP)

Special Traits

  • False Appearance. While the stone roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
  • Grasping Tendrils. The stone 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 stone roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Stony Hide. The stone roper’s tough hide is resistant to nonmagical damage.

Actions

  • Multiattack. The stone 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 target. Hit: 13 (2d8 + 4) bludgeoning damage. 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.
  • Petrifying Venom (3/day). The stone roper can release a petrifying through its tendrils. A creature grappled by the stone roper must succeed on a DC 15 Constitution saving throw. On a failed save, the creature begins to turn to stone. The creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.