17. Roper’s Lair
 
There is a steady drip, drip of water from
the ceiling at this nexus of tunnels, and
there are many stalactites and stalagmites
on the floor and ceiling.

One of the stalagmites is actually a half-grown
roper. The roper’s strands can extend
to 20 feet, and the creature will attack as
soon as any are within this radius, surprising
on a 1-4. A hit from 1 of the roper’s 6
strands causes weakness: the vitim loses
50% of his or her Strength in 1-3 rounds.
Furthermore, the hit person will be dragged
10 feet per round toward the roper’s toothed
maw. The chance for breaking a strand is
the same as for opening a door. Successive
hits by strands do not cause cumulative
weakness--only 50% of Strength will be
lost. Strength will be returned to weakened
characters in 6 turns minus a number of turns
equal to the character's Constitution
bonus to hit dice, if any.

If the roper is killed, it will immediately
go completely limp, relaxing its strands to
their full length of 20 feet each. If severed
from the roper, these strands make strong
rope, each holding up to 400 Ibs. (4.000 gp)
of weight. Within the roper’s gizzard are
3 gems, one of base 100 gp, one of base
500 gp, and one of base 5,000 gp value.
<amethyst: 100, black pearl: 700, black sapphire: 1000>

Half-grown roper: AC 3; MV 3”; HD 5;
hp 25; #AT 1; D 2-12; SA 6 sticky strands
that cause weakness; SD 45% magic
resistance, immune to lightning, takes
only 1/2 damage from cold

>>18.