Has anyone seen the ghauroper?

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Halaster Blackcloak
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Has anyone seen the ghauroper?

Post by Halaster Blackcloak »

Ghauropers are basically giant ropers that serve Ghaunadaur. The only mention of them I can find is in Demihuman Deities, pg. 19. It says that they're giant ropers with 15HD and unique magical abilities. That's all it says. I can't seem to find any other 2E reference for them.

I did find a post somewhere online where it mentions they were developed in something called Dungeon of the Hark by WoTC and it gives 2E stats and a write up, but I'm not sure that's official. If it isn't, then I need to create it.

Anyone have any accurate info on this monster?
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Post by McDeath »

House Masq'il'yr is a deceased drow house of Menzoberranzan. It fell during the wars with House Nasadra when Menzoberranzan was still young. Priests and priestesses survive as ghauropers in an underwater temple beneath Donigarten. They worship Ghaunadaur.

======================

http://primordialevils-npcsstatblocks.b ... iscid.html

https://xaeyruudh.wordpress.com/2012/01/13/roper/

http://drowcampaign.roleplaynexus.com/Ghaunadaur.html

Damn, finding the stats is pretty damn hard. Still looking.
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Post by Halaster Blackcloak »

Got it!

It was an official 2E release, something by Eric Boyd. So the stats are:

"Dungeon of the Hark"

Ghauroper: THACO 5; #AT 1; Dmg 5d6; AC -2; HD 15; HP 70; MV 4; SA strands, strength drain; SD various immunities; MR 80%; SZ H (15' long); INT supra-genius; AL CE; ML fanatic (18 ); XP 18,000; Monstrous Manual variant.

Notes: Ghauropers are a more powerful variant of roper, imbued with the unholy energies of Ghaunadaur and formed by the god from a human or demihuman worshiper. Ghauropers retain their wizard or priest spell-casting abilities if they posessed such skills in their former forms, but employing such abilities requires a great deal of concentration and numerous attempts, requiring the formation of human-like hands and mouths from the malleable bulk to shape somatic and verbal components. As such, spellcasting is effectively impossible in combat situations and only used sparingly in any case. All ghauropers exhibit the ability to eat living or recently slain humanoid creaturs and then exude a ghaunadan capable of passing as the ingested creature's twin. (If the creature ingested has multiple human forms, such as many lycanthropes, then the ghaunadan can assume the alternate humanoid forms as well.) When a ghauroper choose to "bud" a ghaunadan, the process takes roughly twenty-four hours on average and weakens the ghauroper by 1d8 points of damage that must be healed naturally. Ghauropers can communicate with any amorphous creature and can command them to remain in a specific location until attacked or direct them to attack a specific opponent.

SA -- Ghauropers attack by shooting strong, sticky strands at opponents. The [sic] can shoot a total of eight strands, one per round, as far as 70 feet; each strand can extend (1d6+1)x10 feet and pull up to 1000 pounds. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison with a penalty of -2 or lose half its Strength (round fractions down). Strenth loss occurs 1d2 rounds after a hit, is cumulative for multiple hits, and lasts for 3d4 turns. If a ghauroper's prey cannot break free, it is pulled 10 feet closer per round; when it reache sthe ghauropr, the creature bites the victim for 5d6 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC -2, and it must take at least 8 points of damage from a single hit of an edged weapon to be severed.

SD -- Ghauropers are unaffected by lightning and take only half damage from cold-based attacks. Opponents suffer a -2 penalty to surprise rolls when faced by a ghauroper.

SW -- Ghauropers have a -2 penalty to saving throws versus fire.
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Post by McDeath »

Ah, man. I just got a reply with the same thing from Ratbreath on DF. I have to look into this Dungeons of Hark. I don't recall it at all.

Just to make sure:
Ratbreath wrote:Monster mythology (2e) maybe? I remember them from somewhere.

ETA:

http://forum.candlekeep.com/topic.asp?TOPIC_ID=3355


Quote:

Straight from "Dungeon of the Hark", copyright Wizards of the Coast, the ghauroper in all its 2e glory ...

Ghauroper: THACO 5; #AT 1; Dmg 5d6; AC -2; HD 15; HP 70; MV 4; SA strands, strength drain; SD various immunities; MR 80%; SZ H (15' long); INT supra-genius; AL CE; ML fanatic (18 ); XP 18,000; Monstrous Manual variant.

Notes: Ghauropers are a more powerful variant of roper, imbued with the unholy energies of Ghaunadaur and formed by the god from a human or demihuman worshiper. Ghauropers retain their wizard or priest spell-casting abilities if they posessed such skills in their former forms, but employing such abilities requires a great deal of concentration and numerous attempts, requiring the formation of human-like hands and mouths from the malleable bulk to shape somatic and verbal components. As such, spellcasting is effectively impossible in combat situations and only used sparingly in any case. All ghauropers exhibit the ability to eat living or recently slain humanoid creaturs and then exude a ghaunadan capable of passing as the ingested creatures [sic] twin. (If the creature ingested has multiple human forms, such as many lycanthropes, then the ghaunadan can assume the alternate humanoid forms as well.) When a ghauroper choose to "bud" a ghaunadan, the process takes roughly twenty-four hours on average and weakens the ghauroper by 1d8 points of damage that must be healed naturally. Ghauropers can communicate with any amorphous creature and can command them to remain in a specific location until attacked or direct them to attack a specific opponent.

SA -- Ghauropers attack by shooting strong, sticky strands at opponents. The [sic] can shoot a total of eight strands, one per round, as far as 70 feet; each strand can extend (1d6+1)x10 feet and pull up to 1000 pounds. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison with a penalty of -2 or lose half its Strength (round fractions down). Strenth loss occurs 1d2 rounds after a hit, is cumulative for multiple hits, and lasts for 3d4 turns. If a ghauroper's prey cannot break free, it is pulled 10 feet closer per round; when it reache sthe ghauropr, the creature bites the victim for 5d6 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC -2, and it must take at least 8 points of damage from a single hit of an edged weapon to be severed.

SD -- Ghauropers are unaffected by lightning and take only half damage from cold-based attacks. Opponents suffer a -2 penalty to surprise rolls when faced by a ghauroper.

SW -- Ghauropers have a -2 penalty to saving throws versus fire.
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Post by McDeath »

The Dungeon of the Hark is located beneath the ruined village of Moorsedge, so named for its location on the northern edge of the High Moor. Very little is left of the village save a few stones, bits of masonry and what is left of an iron statue of some grand king or lord that has, over time, lost its head and arms.

Several holes and pits lead into various warrens and vast network of interconnecting tunnels that house most of The Hark's lycanthropic brood and his bandit subordinates. The tunnels go deep enough to reach the Underdark where they connect with the Flayer's Corridor, a region of the Underdark inhabited by the Illithid.

In 1372 DR the Red Fellowship attacked the Dungeon of the Hark in response to increased raids from The Hark's followers. The Fellowship killed most of its inhabitants and looted anything of value. The Hark at the time escaped into an adjoining underground outpost where he met his end at the hands of the Order of the Jade Blade who were acting as the Fellowship's rearguard.


I'm going to find a bloody copy of this....
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Post by McDeath »

Figures its a campaign you just can't get a hold of:

Forgotten Realms Wikia - Dungeon of the Hark

What is the Green Regent?

The Legacy Begins

Green Regent Archive

Candlekeep topic on the Green Regent

RPG Geek - Legacy of the Green Regent

Tome of Treasures Collector's Forum

Good Lord... look at this collector list of special modules/products.... Never heard of a lot of these.
FR Collector's Forum 1
FR Collector's Forum 2
FR Collector's Forum 3
RF Collector's Forum 4

FR Collector's Guide Part 1
FR Collector's Guide Part 2
FR Collector's Guide Part 3
FR Collector's Guide Part 4




I'll try to find something but if it was hard to find in 08 and now gone almost completely... my luck will suck.
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