Choker
Small aberration, 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 (-1)
Senses
darkvision 60 ft., passive Perception 11
Skills
Stealth +6
Languages
Deep Speech
Challenge
1 (100 XP)
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 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 target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape 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.