# Roper, Prismatic
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >cleaverMelee/Ranged: +11/+7
> >Secondary: +6/+2
> >Multiattack: +9/+5
> >M/R_PA: +11/+7
> >2nd/PA: +6/+2
> >MA_PA: +9/+5
> >Itterative: 2
> > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3
> > xDCs:: Str: 20; Dex: 16; Con: 17; Int: 11; Wis: 15; Cha: 16
> > xFeat:: 4/5 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Prismatic Roper</div>
<div class="CR">CR 9 (6,400 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Aberration
**Init** +6
**Senses** darkvision 60 ft., tremorsense 60 ft.; **Perception** +3
#### defense
**AC** 22, 11 touch, 20 flat-footed (+2 Dex, +11 natural, –1 size)
**hp** 63 (9d8+27)
**Fort** +6, **Refl** +5, **Will** +7
**Feint** 17, **Demoralize** 20
#### offense
**Speed** 10 ft.
**Melee** +1 cleaver +9/+4 (1d6+3/x4), +1 cleaver +9 (1d6+2/x4)
**Space** 10 ft., **Reach** 20 ft.
**Special Attacks** hypnotic coloration, poison
**Spell-Like Abilities** (CL 9th; Concentration +11)
> **3/day**— color spray
#### statistics
**Str** 22, **Dex** 15, **Con** 17, **Int** 4, **Wis** 12, **Cha** 15
**BAB** +6, **CMB** +13, **CMD** 25, **TA** +11, **RTA** +7
**Feats** [[Ability Focus]] (hypnotic coloration), [[Alertness]], [[Improved Initiative]], [[Stealthy]]
**Skills** Perception +3, Stealth +14
**Languages**
#### special abilities
### 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 Stealth 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; save Fort DC 17; frequency 1/round for 2 rounds; initial effect 1d6 Dexterity damage; secondary effect paralysis for 1 minute; cure 2 consecutive saves. The DC save is Constitution-based.