Name | Choker |
---|---|
Sorted Name | Choker |
Family | Choker |
Size and Type | Small Aberration |
Hit Dice Count | 3 |
Hit Dice | 3d8+3 (16 hp) |
Random Hit Points | 3d8+3 - 3 |
Initiative | +6 |
Speed | 20 ft., climb 10 ft. |
Armor Class | 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size) |
Base Attack/Grapple | +2/+CMB: +4 (+8 grappling)CMD: 16 |
Attack | 2 tentacles +6 (1d4+3 plus grab) |
Space/Reach | 5 ft./10 ft. |
Special Attacks | constrict (1d4+3), strangle |
Special Qualities | quickness, darkvision 60 ft.; |
Saves | Fort +2, Ref +3, Will +4 |
Abilities | Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 |
Skills | Climb +16, Stealth +13, Perception +1 |
Feats | Improved Initiative, Skill Focus (Stealth) |
Environment | any underground |
Challenge Rating | 2 |
Organization | solitary, pair, or clutch (3-8) |
Treasure | standard |
Alignment | CE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
ChokerThis hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.Choker CR 2 XP 600CE Small aberrationInit +6; Senses darkvision 60 ft.; Perception +1DEFENSEAC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)hp 16 (3d8+3)Fort +2, Ref +3, Will +4OFFENSESpd 20 ft., climb 10 ft.Melee 2 tentacles +6 (1d4+3 plus grab)Space 5 ft.; Reach 10 ft.Special Attacks constrict (1d4+3), strangleSTATISTICSStr 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7Base Atk +2; CMB +4 (+8 grappling); CMD 16Feats Improved Initiative, Skill Focus (Stealth)Skills Climb +16, Stealth +13Languages UndercommonSQ quicknessECOLOGYEnvironment any undergroundOrganization solitary, pair, or clutch (3-8)Treasure standardSPECIAL ABILITIESStrangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.Quickness (Su) A choker is supernaturally quick. It can take an extra move action during its turn each round.Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack. Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a half ling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller. Chokers appear to have little culture of their own, gathering only brief ly to mate before their wanderlust and hunger This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws. spurs them again to a solitary existence. Their justbetter- than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a diff icult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims. This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: 2 tentacles +6 (1d4+3 plus grab), or
feats: IMPROVED INITIATIVE, SKILL FOCUS (STEALTH), ,