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CHOKE R


The choker is a subterranean predator far more dan-

gerous than its small size and spindly, r ubbery limbs

would suggest.

Chokers have cartilage rather than a bon
y skeleton.

This flexible internal structure e nables them to easily

slip into narrow fissures and niches in the walls of their

cavern homes. They lurk in these spots, sile nt and un-

seen, waiting for prey to happen by.

Sly Trappers. A choker's
usual method for lur ing

prey involves pos
itioning the body of its latest catch just

outside its hiding spot. Whenever it gets hungry, it tears

off a few chunks of flesh to feed itself. In the meantime,

the corpse serves to entice other curious humanoids-

explorers, drow, duergar, or the choker's favorite prey,

goblins- to come within reach.

When a target presents itself, the choker's star-

fish-shaped hands dart out of its hiding spot, wrap

around the victim's throat, and pin the unfortunate crea-

ture against the cavern wall while choking out its life.

Because its arms are so long, the choker can keep its

body deep inside the crevice where it hides, beyond the

reach of most normal weapons.

Lone Hunters. Chokers tend to set their ambushes

alone, rather than working in concert, but where one

creature is found, others are like
ly to be nearby. They

communicate through eerie, keening howls that travel

long distances through rock but are difficul t to identify

or locate in a typical
echo-filled cavern.


CHOKER


Small aberration, chaotic evil

Armo r Class 16 (natural armor)

Hit Points 13 (3d6 + 3)

Speed 30 ft.

STR

16 (+3)

DEX

14 (+2)

Skills Stealth +6

CON

13 (+ 1)

INT

4 (-3)

WIS

12 (+ 1)

Senses darkvision 60 ft .. passive Perception 11

La nguages Deep Speech

Challe nge 1 (100 XP) ,_


CHA

7 (-2)

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 a nd occupy
a space as

narrow as 4 inches wide without squeezing.

Spider Climb. The choker can cl imb difficult surfaces, includ·

ing upside down on ceilings, without needing to make an

ability check.

ACTIONS





Multiattack. The choker makes two
tentacle attacks.

Tentacle. Melee Weapon Attack: +5 to hit , reach 10 ft., one tar-

get. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing

damage. If t he target is a Large or smalle r creatur
e, it is grap·

pied (escape DC 15). Until this grapple ends, the ta rget is re-

strained, and the choker can't
use this te ntacle on another tar-

get. The choker has two tentacle
s. If this at tack is a c ritical hi t ,

t he target also can't breathe o r s peak until the g ra pple ends.

CHAPTER 6 J BESTIARY
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