The choker is a subterranean predatorbfar more dangerous than its small size and spindly, rubbery limbs would suggest.
Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.
A choker’s usual method for luring prey involves positioning 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 mean time, the corpse serves to entice other curious folk-explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins-to come within reach.
Small Aberration, Typically Chaotic Evil
Armor Class: 16 (natural armor)
Hit Points: 13 (3d6 + 3)
Speed: 30 ft.
- STR – 16 (+3)
DEX – 14 (+2)
CON – 13 (+1)
INT – 4 (-3)
WIS – 12 (+1)
CHA – 7 (-2)
Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 11
Languages: Deep Speech
Challenge: 1 (100 XP)
Proficiency Bonus: +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 and occupy a space as narrow as 4 inches wide without squeezing.
Spider Climb. The choker can climb difficult surfaces, including upside down once ilings, without needing to make an ability check.
Multiattack. The choker makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (esca pe DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.