Choker | CR 2 |
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Usually CE Small Aberration Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1 Languages Undercommon |
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AC 17, touch 13, flat-footed 15 hp 16 (3 HD) Fort +2, Ref +5, Will +4 |
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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 |
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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) |
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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. |