Old World» Choker

A creature perches in the shadows, near the ceiling, in a corner of the chamber. Its body resembles that of a naked goblin with mottled flesh, but its limbs are incredibly spindly and long. It hisses, showing sharp, large teeth an instant before one of its limbs snaps out like a whip.

These vicious little predators lurk underground, grabbing whatever prey happens by.

A choker’s skull, spine, and rib cage are bony, but its limbs are really tentacles with multiple knobby joints of cartilage. Thus, it appears bowlegged, and its movements seem peculiar and fluid. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds.

Chokers speak the language of the local humanoid population (typically Common).

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.

Chokers are greedy. Quick-thinking characters who spot one before it attacks might be able to bribe a choker with food and question it about the area around its lair.

Choker

Small aberration

Init +6; Senses darkvision; Perception +1

Defense

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

hp 16 (3d8+3)

Fort +2, Ref +3, Will +4

Offense

Speed 20 ft., climb 10 ft.

Melee 2 tentacles +6 (1d4+3 plus grab)

Space 5 ft.; Reach 10 ft.

Special Attacks constrict 1d4+3, strangle

Statistics

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

Base Atk +2; CMB +4 (+8 grapple); CMD 16

Feats Improved Initiative, Skill Focus (Stealth)

Skills Climb +15, Stealth +13

Languages local (usually Common)

Morale timid (−4)

Special Qualities quickness

Ecology

Environment underground

Organization solitary

Special Abilities

Constrict (Ex)

A choker can squeeze an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Grab (Ex)

If a choker hits with its slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The choker can only grab targets that are Large or smaller.

A choker receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

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)

Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.