Monday, July 31, 2006

Creature: Psychic Flying Super Roper (CR 21)

Psychic Flying Super-Roper
Chaotic Evil Huge Magical Beast CR 21
Init: +0 Senses: blindsight 90', darkvision 120', low-light vision.
Listen +34 Spot +34

AC: 44 (-2 size, +0 dex, +36 Natural), touch 8, flat-foot 44
HP: 298 (HD 31d10+155)
Saves: Fort: 22 Reflex: 19 Will: 13
Resistances, immunities & weaknesses: SR 39, immunity to electricity, resistance to cold 10, vulnerability to fire.
MV: 10ft, fly 60ft

Base Attack: +31 Grp: +18
Attack: strand +35 or bite +37 (3d6+6, 19-20 x2)
Full Attack: strand +35 ranged touch (drag) and bite +37 (3d6+6, 19-20 x2)
Atk Options: Weakness, spell-like abilities (chain lightning, lightning bolt).
Space / Reach: 15'/15' (75' with strands).
Abilities: Str:27 (+8) Dex:11 Con:21 Int:12 Wis:16 Cha: 12
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand), Quicken Spell-like ability (Touch of Idiocy), Empower Spell-like Ability (lightning Bolt), Improved Critical (bite), Lightning Reflexes, Combat Expertise, Improved Disarm, Improved Multiattack.

Skills:Climb +12, Hide +30*, Listen +34, Spot +34.
SA: spell-like abilities.
SQ: immunities & resistances (see above).

Tainted and transformed by strange radiations from the deepest reaches of the outer planes, these ropers have become so dangerous that none but the most powerful of heroes can defeat them.

Tactics: Attempting to attack with surprise, or just flying at a group of creatures hurling lightning bolts, the roper will attempt to draw characters into it's maw with it's strands, using it's touch of idiocy ability on them as it grabs them. Creatures using weapons to attack it's strands will be disarmed (+4 to disarm attempts).

Spell-Like Abilities: At Will - Detect Thoughts, Ghoul Touch, Touch of Idiocy. 3/Day - Blink, Dimension Door, Lightning Bolt (DC 14). 1/Day - Chain Lightning. Spells are as by a 15th level sorcerer (save DC = 12+spell level)

Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 27 Escape artist or DC 23 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 30 HP and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 75 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex): Anyone grabbed by a strand must succeed at a DC 30 Fort save or take 2d8 points of strength damage. The save DC is Constitution-based.

* +8 Racial in stony or icy areas.

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