D20:Choker Creature
[top]CHOKER
Small (Aberration) CR 2 | ||
---|---|---|
HP 16, hd3d8+3 Initiative +6AC 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-fooded 15 Fort +2, Ref +5, Will +4 Speed 20 ft. (4 squares), climb 10 ft. Spot , Listen | ||
Standard attacks BAB +2, Grapple +5 | ||
Attacks | ||
Full attack: 2 tentacles +6 melee (1d3+3) | ||
Special Attacks/Qualities | ||
Improved grab, constrict 1d3+3 | ||
Darkvision 60 ft., quickness | ||
Skills Climb +13, Hide +10, Move Silently +6 | ||
Feats Improved InitiativeB, Lightning Reflexes, Stealthy | ||
Str 16 Con 13 Dex 14 Int 4 Wis 13 Cha 7 | ||
Alignment Usually chaotic evil, Environment Underground, Organisation Solitary |
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.
[top]COMBAT
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.
System Reference Document -> List of Creatures (SRD)
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.
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Aberration Type | Chaotic Alignment | CR2 | Creature | D20 | Evil Alignment | LA- | Small Size | SRD | Underground Terrain
Created by Last edited by , 10-23-2011 at 11:57 AM 0 Comments, 9,084 Views |
, 05-19-2007 at 11:14 PM
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