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|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|
|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|
|Treasure:||1/10 coins; 50% goods; 50% items|
|Alignment:||Usually chaotic evil|
|Advancement:||4-6 HD (Small); 7-12 HD (Medium-size)|
CombatA 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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