3e SRD:Choker
| This material is published under the OGL 1.0a. |
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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