id | 21 |
---|---|
Name | Choker |
SizeAndType | Small Aberration |
HitDice | 3d8+3 (16) |
Initiative | +4 (Improved Initiative) |
Speed | 20 ft., climb 10 ft. |
ArmorClass | 16 (+1 size, +5 natural) |
Attacks | 2 tentacle slaps +6 melee |
Damage | Tentacle slap 1d3+3 |
FaceAndReach | 5 ft. by 5 ft./10 ft. |
SpecialAttacks | Haste, improved grab, constrict 1d3+3 |
SpecialQualities | |
Saves_Fort | 2 |
Saves_Ref | 1 |
Saves_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 |
ClimateAndTerrain | Any underground |
Organization | Solitary |
ChallengeRating_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. |