ChokerCR 2

Usually CE Small Aberration

Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1

Languages Undercommon

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

hp 16 (3 HD)

Fort +2, Ref +5, Will +4

Speed 20 ft., climb 10 ft.

Melee 2 tentacles +6 (1d3+3)

Space 5 ft.; Reach 10 ft.

Base Atk +2; Grp +5

Atk Options improved grab, constrict 1d3+3

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

SQ quickness

Feats Lightning Reflexes, Stealthy, Improved Initiative

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

Advancement 4-6 HD (Small); 7-12 HD (Medium)

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.