3e SRD:Choker

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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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