Choker Brute

Choker Brute CR 4

XP 1,200
Advanced choker
CE Small aberration
Init +8; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural, +1 size)
hp 37 (5d8+15)
Fort +4, Ref +5, Will +7

OFFENSE

Speed 20 ft., climb 10 ft.
Melee 2 tentacles +9 (1d4+5 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict 1d4+5, grab, strangle

TACTICS

During Combat The chokers lurk in the shadows in the rafters up above, watching observantly if they notice anyone attempting to move through their room. They swiftly move to attack as soon as anyone entering from outside tries to open the door, or 3 rounds after intruders from the south have already opened the door and are moving about inside the room.

Morale The chokers fight to the death.

STATISTICS

Str 20, Dex 18, Con 17, Int 8, Wis 17, Cha 11
Base Atk +3; CMB +7 (+11 grapple); CMD 21
Feats Improved Initiative, Skill Focus (stealth), Weapon Focus (tentacle)
Skills Climb +21, Perception +11, Stealth +19
Languages Common
SQ quickness

SPECIAL ABILITIES

Grab (Ex)

A choker can use its grab attack against a foe of up to Large size.

Strangle (Ex)

Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

Quickness (Su)

A choker is supernaturally quick. It can take an extra move action during its turn each round.

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–8)
Treasure standard

Section 15: Copyright Notice

Pathfinder 9: Escape from Old Korvosa. Copyright 2008, Paizo Publishing LLC. Author: Richart Pett

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