Dungeons and Dragons Choker 3.5 PBP RPG

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Small Aberration

Hit Dice:

3d8+3 (16 hp)




20 ft. (4 squares), climb 10 ft.

Armor Class:

17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15

Base Attack/Grapple:



Tentacle +6 melee (1d3+3)

Full Attack:

2 tentacles +6 melee (1d3+3)


5 ft./10 ft.

Special Attacks:

Improved grab, constrict 1d3+3

Special Qualities:

Darkvision 60 ft., quickness


Fort +2, Ref +5, Will +4


Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7


Climb +13, Hide +10, Move Silently +6


Improved Initiative B, Lightning Reflexes, Stealthy





Challenge Rating:



1/10 coins; 50% goods; 50% items


Usually chaotic evil


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.

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Tazskan, having been frustrated that he missed the last round. But, shocked to have hit another team mate. His shock rapidly fades, having seen the darkness lift, from the Naga.

He sends his psuedodragon in to add distraction, by attacking from behind and above. With bite and claw attack.

"Go with all your strength and might, you are a true friend," Tazskan sensing his arrival, tears welling up, inwardly prepared for the worst. As he just realized he is sending a trusted companion into a very difficult situation.

Then, attacks with two green agonizing eldritch beams, at the Naga. As before, clutching the pact keeper rod acquiring extra potency. The hex as before targeting Naga's constitution.

Afterwards he then makes an expeditious retreat to the opposite side, behind cover.

Specific Action: From position Z70 commence attack. Calling his psuedodragon, Amabalis telepathically, to make one attack from R68, bite, then retreat to L63. With objective to temporary distract Naga. Then, sending two agonizing eldritch beams into the Naga.

Characters in melee, will have advantage on any saving throws, particularly on Naga magic, effecting their sight, hearing or perception. So if map is correct that includes, Velon, Mara, Cratol.
Tazskan will then make a expeditious retreat as a bonus action to Z64.

Out of Character: The psudodragon can actually deal a maximum of 1D4+2 damage. Since both Naga and Psuedodragon carry poison, therefore both immune. So effect is nullified.

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