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Choker

by Robert J Schwalb

Small Aberration

 

Hit Dice:

3d8 (13 hp)

Initiative:

+7 (+3 Dex, +4 Improved Initiative)

Speed:

20 feet, Burrow 10 feet

AC:

16 (+3 Dex, +2 Natural, +1 Size)

Attacks:

Tentacle+1 melee

Damage:

Tentacle slam 1d2-2

Face/Reach:

2 1/2 ft. x 2 1/2 ft./ 0 ft.

Special Attacks:

Improved Grab, Strangulation, Sneak Attack +1d6

Special Qualities:

Darkvision 60 feet.

Saves:

Fort+1, Ref+4, Will+3

Abilities:

Str 7, Dex 17, Con 11, Int 4, Wis 10, Cha 8

Skills:

Listen+2, Hide+13*, Move Silently +9*, Spot+2,

Feats:

Improved Initiative

 

 

Climate/Terrain:

Subterranean

Organisation:

Solitary, Pair, Pack (1d6)

Challenge Rating:

1

Treasure:

None

Alignment:

Always Chaotic Evil

Advancement:

3-9 HD (Small)

The Choker is freakishly nasty little monster that lives deep in the subterranean world of Mystara. With mottled grey skin, brown warts and small size, they are adept in blending in with their underground surroundings. This creature appears basically humanoid, but instead of arms, they have two tentacles that loosely resemble arms, that hang and drag behind them. The choker speaks only its own primitive tongue.

Combat

Improved Grab (Ex): Any time that a choker scores a hit, when the target would normally be deprived of it Dexterity bonus (even if it does not have one), it may automatically try to grab without provoking an attack of opportunity. Grab attempts are made with a +6 competence bonus.

Strangulation (Ex): If the choker achieves a hold, they begin to strangle their opponents inflicting 1d8 points of subdual damage per round. If the opponent falls to 0 subdual hit points, they collapse into unconsciousness.

Sneak Attack (Ex): Any time that a choker scores a hit, when the target would normally be deprived of it Dexterity bonus (even if it does not have one), the choker inflicts an additional 1d6 points of damage as a 1st level rogue.

Skills: The Choker receives a +4 racial bonus to Hide and Move Silently checks, while underground