3e SRD:Choker
Choker
Size/Type: | Small Aberration |
---|---|
Hit Dice: | 3d8+3 (16 hp) |
Initiative: | +4 (Improved Initiative) |
Speed: | 20 ft., climb 10 ft. |
AC: | 16 (+1 size, +5 natural) |
Attacks: | 2 tentacle slaps +6 melee |
Damage: | Tentacle slap 1d3+3 |
Face/Reach: | 5 ft. by 5 ft./10 ft. |
Special Attacks: | Haste, improved grab, constrict 1d3+3 |
Special Qualities: | |
Saves: | Fort +2, Ref +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/Terrain: | Any underground |
Organization: | Solitary |
Challenge Rating: | 2 |
Treasure: | 1/10 coins; 50% goods; 50% items |
Alignment: | Usually chaotic evil |
Advancement: | 4-6 HD (Small); 7-12 HD (Medium-size) |
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.
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