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    Choker Brute


    Choker Brute
    CR 4

    XP 1,200
    Advanced choker
    CE Small aberration
    Init +8; Senses darkvision 60 ft.; Perception +11

    DEFENSE

    AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural, +1 size)
    hp 37 (5d8+15)
    Fort +4, Ref +5, Will +7

    OFFENSE

    Speed 20 ft., climb 10 ft.
    Melee 2 tentacles +9 (1d4+5 plus grab)
    Space 5 ft.; Reach 10 ft.
    Special Attacks constrict 1d4+5, grab, strangle

    TACTICS

    During Combat The chokers lurk in the shadows in the rafters up above, watching observantly if they notice anyone attempting to move through their room. They swiftly move to attack as soon as anyone entering from outside tries to open the door, or 3 rounds after intruders from the south have already opened the door and are moving about inside the room.

    Morale The chokers fight to the death.

    STATISTICS

    Str 20, Dex 18, Con 17, Int 8, Wis 17, Cha 11
    Base Atk +3; CMB +7 (+11 grapple); CMD 21
    Feats Improved Initiative, Skill Focus (stealth), Weapon Focus (tentacle)
    Skills Climb +21, Perception +11, Stealth +19
    Languages Common
    SQ quickness

    SPECIAL ABILITIES

    Grab (Ex)

    A choker can use its grab attack against a foe of up to Large size.

    Strangle (Ex)

    Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

    Quickness (Su)

    A choker is supernaturally quick. It can take an extra move action during its turn each round.

    Conversion By:

    overfiend_87 (overfiend_87's lab)