Choker

Choker

Small aberration
Challenge

STR
3
DEX
2
CON
1
INT
−3
WIS
1
CHA
−2

13
3d6+3
18
Soak
1
Fort
+2
Ref
+3
Will
−1
Defense note natural armor

Speed 5 m.
Skills Stealth +3 (14)
Senses darkvision 10 m.
Languages Aklo

Aberrant Quickness (Recharges after a Short or Long Rest). The choker can use an extra action on its turn.

Boneless. The choker can move through and occupy a space as narrow as 10 centimeters wide without squeezing.

Maneuvers. The choker uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacle only)

1 stamina die: ambush, spring attack

Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Actions (2)

Tentacle. Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the choker uses the grapple maneuver, it can grapple a Large or smaller creature and the target is restrained until the grapple ends. If the grapple attack is a critical hit, the target also can’t breathe or speak until the grapple ends. The choker has two tentacles.

Forest, Mountain, Underdarkmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.