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Choker
Size & Type (subtype):Small AberrationHit Dice:3d8+3 (16)
Initiative:   +4 (Improved Initiative)   Speed:   20 ft., climb 10 ft.  
Armor Class:   16 (+1 size, +5 natural)   Attacks:   2 tentacle slaps +6 melee  
Damage:   Tentacle slap 1d3+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Haste, improved grab, constrict 1d3+3   Special Qualities:     
Saving Throws  Fortitude: 2  
Reflex: 1  
Will: 4  
Abilities:   Str: 16
Dex: 10
Con: 13
Int: 4
Wis: 13
Cha: 7
Skills:   Climb +16, Hide +7, Move Silently +4   Feats:   Improved Initiative  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually chaotic evil  
Advancement:   4-6 HD (Small); 7-12 HD (Medium-size)  

Description:  

Chokers speak Undercommon.

Combat

A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey.

Haste (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra partial action each round, as if affected by a haste spell.

Improved Grab (Ex): To use this ability, the choker must hit an opponent of up to Large size with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against Large or smaller creatures. Because it seizes victims by the neck, a creature in the choker's grasp cannot speak or cast spells with verbal components.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002