- 1 (200 XP)
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take 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 DC 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, and knows the following maneuvers:
At will: grapple (Tentacle only)
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The choker makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 3 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.