| Hit Dice: | 9d8+27 (67 hp) |
| Initiative: | +6 |
| Speed: | 10 ft. (2 squares) |
| Armor Class: | 22 (−1 size, +2 Dex, +11 natural), touch 11, flat-footed 20 |
| Base Attack/Grapple: | +6/+16 |
| Attack: | Tentacle +11 melee (1d6+6 plus poison) |
| Full Attack: | 4 tentacles +11 melee (1d6+6 plus poison) |
| Space/Reach: | 10 ft./20 ft. |
| Special Attacks: | Color spray, hypnotic coloration, poison |
| Special Qualities: | Darkvision 60 ft., tremorsense 60 ft. |
| Saves: | Fort +6, Ref +5, Will +7 |
| Abilities: | Str 22, Dex 15, Con 17, Int 4, Wis 12, Cha 15 |
| Skills: | Hide +4, Listen +7, Move Silently +8, Spot +3; racial bonuses |
| Feats: | Ability Focus (hypnotic coloration), Alertness, Improved Initiative, Stealthy |
| Environment: | Underground |
| Organization: | Solitary, pair, or nest (3–12) |
| Challenge Rating: | 9 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 10–18 HD (Large); 19–27 HD (Huge) ♊ |
| Level Adjustment: | — |
This large creature looks like a fleshy tree, with four tentacles waving gently above it. Its skin pulses and dances with a hypnotic, ever-changing range of colors.
The prismatic roper is a patient predator that lurks in the less deep regions of an underground environment. It has the ability to change its skin color rapidly, like a squid, which allows it to blend into a rocky landscape or produce a mesmerizing array of colors that draws in prey. Prismatic ropers are the bane of many underground communities, since nests of these creatures tend to be located along heavily traveled paths.
A prismatic roper subsists primarily on small cave animals, which are easily drawn in by the prismatic roper’s coloration, but it also preys on larger humanoids. It is slow and ponderous when walking, only doing so to move to new hunting ground, but it is lightning-quick with its tentacles when a creature comes too close. Like an ordinary roper, a prismatic roper stands 9 feet tall and weighs 2,200 pounds.
Unlike ordinary ropers, prismatic ropers do not understand or speak any language. They communicate among themselves by rapidly changing their skin colors.
A prismatic roper lurks in the darkness and uses its tremorsense to locate approaching creatures. If not severely outnumbered, it uses its hypnotic coloration to lure prey close before lashing out with its tentacles and injecting its paralytic poison. It will direct a color spray toward the largest cluster of opponents, but only if they are within easy reach once they become fascinated by its effect. If approached by larger or more numerous foes, a prismatic roper blends into the background and tries to remain hidden, unless a creature approaches within its tentacle reach. Once its prey is paralyzed, it will squeeze the life out of the creature before bringing it to its mouth, which is located on the top of its head.
Color Spray (Sp): 3/day—color spray (DC 13). Caster level 9th. The save DC is Charisma-based.
Hypnotic Coloration (Ex): A prismatic roper can use a standard action to change colors rapidly like a squid, creating a mesmerizing display. This effect grants the creature concealment and fascinates all who can see it (Will DC 18 negates). Those fascinated by a prismatic roper approach the creature at walking speed. When using this ability, a prismatic roper loses its normal racial bonus on Hide checks (see below).
Sightless creatures are not affected. This is a mind-affecting ability. The save DC is Charisma-based and includes a +2 bonus from the Ability Focus feat.
Poison (Ex): Injury, Fortitude DC 17, initial 1d6 Dex, secondary paralysis. The save DC is Constitution-based.
Skills: Prismatic ropers gain a +20 racial bonus on Hide checks in underground areas due to their camouflaged hide.
Creations of the daelkyr (see the Eberron Campaign Setting, page 278), prismatic ropers guard tunnels and caverns near illithid enclaves, beholder hives, and the lairs of other evil aberrations.
Prismatic ropers inhabit the Upperdark near the Deep Reach. Some sages believe that prismatic ropers were created centuries ago to guard the Vault of Conjured Madness and have been slowly spreading out from that location ever since.
Source: Monster Manual III, page 141.