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Choker |
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Small Aberration |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares), climb 10 ft. |
Armor Class: |
17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 |
Base Attack/Grapple: |
+2/+5 |
Attack: |
Tentacle +6 melee (1d3+3) |
Full Attack: |
2 tentacles +6 melee (1d3+3) |
Space/Reach: |
5 ft./10 ft. |
Special Attacks: |
Improved grab, constrict 1d3+3 |
Special Qualities: |
Darkvision 60 ft., quickness |
Saves: |
Fort +2, Ref +5, Will +4 |
Abilities: |
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 |
Skills: |
Climb +13, Hide +10, Move Silently +6 |
Feats: |
Improved Initiative B, Lightning Reflexes, Stealthy |
Environment: |
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) |
Level Adjustment: |
- |
These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds. Chokers speak Undercommon. A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells with verbal components. Improved Grab (Ex): To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block. Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round. Skills: A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
News: Latest Comments
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Asthelion, who was shaken awake by his eager partner at the inn, has begun to think that this is what Avan has been waiting for, excitement. After all, fishing all day every day sounds like it would get rather monotonous after a while. Still night had fallen and the rogue appreciates sleep as much as the next guy. Untying his bedroll from his backpack, the assassin notices that Avan seems to have some somewhat unprepared as far as sleeping arrangements.
"Probably forgot it in his eagerness to be off", mutters Asthelion to nobody in particular.
Opening his pack, Asthelion reaches in and pulls out a blanket. He then walks over to Avan and draped the blanket over his sleeping form. The rogue then walks back to his equipment and lays out his bedroll so that he can sleep. There's truly no comparison to falling asleep to the sound of the peaceful water after a storm.
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