Choker

MapTool Token

NameChoker
Sorted NameChoker
FamilyChoker
Size and TypeSmall Aberration
Hit Dice Count3
Hit Dice3d8+3 (16 hp)
Random Hit Points3d8+3 - 3
Initiative+6
Speed20 ft. (4 squares), climb 10 ft.
Armor Class17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple+2/+5
Attack

Tentacle +6 melee (1d3+3)

Full Attack

2 tentacles +6 melee (1d3+3)

Space/Reach5 ft./10 ft.
Special AttacksImproved grab, constrict 1d3+3
Special Qualities

Darkvision 60 ft., quickness

SavesFort +2, Ref +5, Will +4
AbilitiesStr 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills

Climb +13, Hide +10, Move Silently +6

Feats

Lightning Reflexes, Stealthy

Bonus Feats

Improved Initiative

EnvironmentUnderground
Challenge Rating2
Organization

Solitary

Treasure1/10 coins; 50% goods; 50% items
AlignmentUsually chaotic evil
Advancement4-6 HD (Small); 7-12 HD (Medium)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Choker; CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4 squares), climb 10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-footed 15; Base Atk +2; Grp +5; Atk +6 melee (1d3+3, tentacle); Full Atk +6 melee (1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.; SA Improved grab, constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7

Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved Initiative, Lightning Reflexes, Stealthy

Choker

Choker
Small Aberration
Hit Dice:
3d8+3 (16 hp)
Initiative:
+6
Speed:
20 ft. (4 squares), climb 10 ft.
Armor Class:
17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple:
+2/+5
Attack:
Tentacle +6 melee (1d3+3)
Full Attack:
2 tentacles +6 melee (1d3+3)
Space/Reach:
5 ft./10 ft.
Special Attacks:
Improved grab, constrict 1d3+3
Special Qualities:
Darkvision 60 ft., quickness
Saves:
Fort +2, Ref +5, Will +4
Abilities:
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills:
Climb +13, Hide +10, Move Silently +6
Feats:
Improved Initiative B, Lightning Reflexes, Stealthy
Environment:
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)
Level Adjustment:
-

These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds.

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. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

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

Improved Grab (Ex): To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Skills: A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Tentacle +6 melee (1d3+3), or 2 tentacles +6 melee (1d3+3)

feats: LIGHTNING REFLEXES, STEALTHY, IMPROVED INITIATIVE,