The 3e D&D designers chose to make the iconic roper a magical beast since that creature type has a better base attack bonus and better saving throws than the more intuitive type, aberration. Despite the mechanical advantages of this decision, the logic sticks in the craw of many right-thinking DMs. So presented here is a revised roper, recast as an aberration. The following text is Open Game Content:
The large stone formation before you seems to twist and shudder, rising up from the darkness. A series of thin, whipping tendrils suddenly sprouts from the rock, as a single, yellow eye glares open above a gaping, saw-toothed maw.

Usually CE Large aberration
Init +5; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Listen +13, Spot +13
Languages Terran, Undercommon
AC 24, touch 10, flat-footed 23
(-1 size, +1 Dex, +14 natural)
hp 75 (10 HD)
Immune electricity
Resist cold 10; SR 30
Fort +8, Ref +4, Will +10
Weakness vulnerability to fire
Spd 10 ft. (2 squares)
Melee bite +10 (2d6+6)
Space 10 ft.; Reach 10 ft. (50 ft. with strand)
Base Atk +7; Grp +15
Atk Options strands (+8 ranged touch, weakness and drag)
Abilities Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Feats Alertness, Great Fortitude, Improved Initiative, Weapon Focus (strand)
Skills Climb +12, Hide +10 (+18 in stony or icy areas), Listen +13, Spot +13
Environment underground
Organization solitary, pair, or cluster (3-6)
Treasure no coins; 50% goods (stone only); no items
Advancement 11-15 HD (Large); 16-30 HD (Huge)
Blindsense (Ex) A roper notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.
Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.
Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands as a ranged touch attack. A strand can strike up to 50 feet away (no range increment). Each round a roper can fire a single strand as a standard action or, using the full attack action, the roper can fire up to six strands and also make a bite attack. The creature cannot have more than six strands extruded at once. If a strand is severed, the roper can extrude a new one on its next turn as a free action.
Weakness (Ex) A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Skills Ropers have a +8 racial bonus on Hide checks in stony or icy areas.
A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper's coloration and temperature change to match the features of the surrounding cave.
A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.