Choker
Posted: Sat Jul 28, 2018 10:25 pm
CHOKER
Role: Small Choking Monsters
PL 5 (51)
STRENGTH 3 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2
Skills:
Athletics 5 (+8)
Expertise (Survival) 5 (+6)
Intimidation 4 (+4)
Perception 5 (+6)
Stealth 5 (+8)
Advantages:
Chokehold, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Startle
Powers:
"Barb-Ended Tentacles"
Reach on Unarmed Damage [1]
Movement 2 (Wall-Crawling 2) [4]
Speed 2 (8 mph) [2]
Offense:
Unarmed +5 (+3 Damage, DC 15)
Initiative +3
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3, Fortitude +5, Will +3
Complications:
Motivation (Eating)- Chokers are voracious eaters. They can be bribed with adequate food.
Total: Abilities: 20 / Skills: 24--12 / Advantages: 6 / Powers: 7 / Defenses: 6 (51)
-Among the smallest and least-powerful Abominations, Chokers are also among the most common, though they are more often seen in the Underdark. Nocturnal, naked, pale creatures, they possess extremely long arms (actually, boneless tentacles) ending in vicious barbs that let them grapple creatures much larger than themselves. Voracious and tenacious, their intelligence is animalistic at best, and can only barely communicate with sentient beings (typically, their language is simplistic and barely above toddler-level). Mind Flayers and other Abominations are known to keep some as guardian creatures, as their stealthiness and surprising quickness can catch amateur adventurers unawares, but typically they are no threat to a serious fighter who hasn't been surprised.
Jab's Notes: A very random little critter in most editions of D&D, Chokers are threats to low-level adventurers, kind of in the "there are two Chokers in this lair" kind of way, where they leap out at random and try to surprise you. They have no depth, and are entirely focused around their choking gimmick.