Size:
± Small
Type:
± Aberration
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 20'
Climb/Arboreal:
± 10 ft.
Flight:
± 50 ft. (poor)
Swim:
± 30 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 weapon
Circumstance: Combat
1 weapon
Special
Choke
Deals 1d3 points of damage as it grabs its target, and continues to deal 1d3 points of damage each round by choking and tearing at its prey until its victim is dead or it is forced to release. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells.
Special
Supernaturally Quick
Always acts first in a combat round.
Special
Spider Climb
Hands and feet have spiny pads that help it grip almost any surface.
Environments
underdark
A vicious little predator that lurks underground, grabbing prey with spiny-padded hands and feet
A Choker is a vicious little predator lurking underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help it grip almost any surface. It weighs about 35 pounds, is brown or mottled gray in color, and vaguely humanoid in shape. A choker likes to perch high, often at intersections, archways, wells, or staircases, reaching down to attack. It generally prefers to attack lone prey.
A choker deals 1d3 points of damage as it grabs its target, and continues to deal 1d3 points of damage each round by choking and tearing at its prey until its victim is dead or it is forced to release. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells. A choker is supernaturally quick, and always acts first in a combat round.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 (Strangulation or ripping)
1-8 or 1-4
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Circumstance: Trigger: An enemy targets the choker with an attack;
The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker.
Ability
Constrict
1d6+3 bludgeoning, DC 19
Ability
Hidden Movement
If the choker starts its turn hidden from or undetected by a creature, that creature is flat-footed against the choker's attacks until the end of the turn.
Ability
Strangling Fingers
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.
Ability
Yank [Reaction]
Circumstance: Trigger: An enemy targets the choker with an attack;
(manipulate) Trigger: An enemy targets the choker with an attack; Effect The choker tries to pull a creature it has grabbed or restrained into the path of the attack. The choker attempts an Athletics check, including its bonus to Grapple. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC.
Offense
Melee
Circumstance: combat round (melee)
arm +11 [+6/+1] (reach 10 feet), Damage 1d6+3 bludgeoning plus strangling fingers
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Language
Aklo
Undercommon
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
A vicious little predator that lurks underground, grabbing prey with spiny-padded hands and feet
A Choker is a vicious little predator lurking underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help it grip almost any surface. It weighs about 35 pounds, is brown or mottled gray in color, and vaguely humanoid in shape. A choker likes to perch high, often at intersections, archways, wells, or staircases, reaching down to attack. It generally prefers to attack lone prey.
A choker deals 1d3 points of damage as it grabs its target, and continues to deal 1d3 points of damage each round by choking and tearing at its prey until its victim is dead or it is forced to release. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells. A choker is supernaturally quick, and always acts first in a combat round.
Basic Fantasy Field Guide Omnibus