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