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Monsters

Id21
NameChoker
Size and TypeSmall Aberration
Hit Dice3d8+3 (16)
Initiative+4 (Improved Initiative)
Speed20 ft., climb 10 ft.
Armor Class16 (+1 size, +5 natural)
Attacks2 tentacle slaps +6 melee
DamageTentacle slap 1d3+3
Face and Reach5 ft. by 5 ft./10 ft.
Special AttacksHaste, improved grab, constrict 1d3+3
Special Qualities
Saves_Fort2
Saves_Ref1
Saves_Will4
AbilitiesStr 16, Dex 10, Con 13, Int 4, Wis 13, Cha 7
SkillsClimb +16, Hide +7, Move Silently +4
FeatsImproved Initiative
Climate and TerrainAny underground
OrganizationSolitary
CR2
Treasure1/10 coins; 50% goods; 50% items
AlignmentUsually chaotic evil
Advancement4-6 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.