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Choker

This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.

Choker CR 2

XP 600
CE Small aberration
Init +6; Senses darkvision 60 ft.; Perception +1

DEFENSE

AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4

OFFENSE

Speed 20 ft., climb 10 ft.
Melee 2 tentacles +6 (1d4+3 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d4+3), grab (Large), strangle

STATISTICS

Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Base Atk +2; CMB +4 (+8 grappling); CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Stealth +13
Languages Undercommon
SQ quickness

SPECIAL ABILITIES

Strangle (Ex)

Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

Quickness (Su)

A choker is supernaturally quick. It can take an extra move action during its turn each round.

Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games

Variants