Roper (CR 15/MR 6)

A huge eye opens in this conical creature’s front, just above a toothy mouth. Long strands of fibrous material whip from its sides.

Mythic Roper (CR 15/MR 6)
XP 51,200
Pathfinder Roleplaying Game Bestiary
CE Large aberration (mythic)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsenseMA 60 ft.; Perception +24


AC 33, touch 10, flat-footed 32 (+1 Dex, +23 natural, –1 size)
hp 246 (12d8+192)
Fort +16, Ref +5, Will +13
Defensive Abilities block attacksMA, shatter weaponsMA; DR 10/epic; Immune electricity; Resist cold 10; SR 33
Weaknesses vulnerability to fire


Speed 10 ft.
Melee bite +20 (4d8+18/19–20/×3)
Ranged 12 strands +11 touch (1d6 Strength)
Space 10 ft.; Reach 10 ft.
Special Attacks antimagic glareMA, mythic power (6/day, surge +1d8), improved pullMA (strand, 5 feet), strandsMA


Str 34, Dex 13, Con 35, Int 13, Wis 16, Cha 12
Base Atk +9; CMB +22 (+26 pull); CMD 33 (can’t be tripped)
Feats Improved Critical (bite)MF, Improved Initiative, Iron WillMF, Skill Focus (Perception, Stealth), Weapon Focus (strand)MF
Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas); Racial Modifiers +8 Stealth in stony or icy areas
Languages Aklo, Undercommon
SQ freezeMA


Environment any underground
Organization solitary, pair, or cluster (1 mythic roper and 3–6 ropers)
Treasure standard

Special Abilities

Antimagic Glare (Su) A mythic roper’s single huge eye continuously emits a 60-ft. line of antimagic (treat as antimagic field, caster level 15th). Once per round, as a free action, a mythic roper can activate or deactivate its antimagic glare by shutting its eye. When its eye is shut, the mythic roper gains the blinded condition, but can still use its tremorsense to locate foes.

By spending one use of its mythic power as a swift action, a mythic roper can change the area of its antimagic glare to a 60- ft. cone for a number of rounds equal to half its mythic rank (3 rounds for most mythic ropers).

Freeze (Ex) A mythic roper can hold itself so still it appears to be a natural rock formation. A mythic roper that uses freeze can take 20 on its Stealth check to hide in plain sight as a natural rock formation, such as a stalagmite. If a mythic roper initiates combat from this pose, it gains a +6 bonus on its initiative check.

Improved Pull (Ex) A mythic roper can choose to make a free combat maneuver check with a +4 bonus when it hits with a strand attack. If successful, this check pulls the creature attached to the strand 5 feet closer to the mythic roper plus an extra 5 feet closer for every 5 by which the mythic roper’s combat maneuver check exceeds the creature’s CMD. This ability only works on Large creatures or smaller, and creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

Shatter Weapons (Ex) Whenever a character strikes a mythic roper with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.

Strands (Ex) A mythic roper can extend up to 12 (6 plus its mythic rank) thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A mythic roper’s attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage that overcomes the mythic roper’s DR (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 28 Fortitude save or take 1d6 points of Strength damage. If a mythic roper spends one use of its mythic power as a free action, any creature struck by a strand before the roper’s next turn is also paralyzed for 1 round if they fail the saving throw, and the duration of this paralysis stacks with each additional failed save. The save DC is Constitution-based.

Each time a mythic roper causes Strength damage to a creature, the mythic roper gains 5 temporary hit points. These temporary hit points stack to a maximum amount equal to the monster’s mythic bonus hit points (48 for most mythic ropers).

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