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Bestiary
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(Bestiary) By Type
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Aberrations
>C
hoker
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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.
Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games
Conversion By:
https://sites.google.com/site/pathfinderogc/bestiary/monsterlistings/aberrations/choker/chokerbrute
1/5
1/9/2015
ChokerBrutePathfinder_OGC
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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 (38)
Treasure standard
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https://sites.google.com/site/pathfinderogc/bestiary/monsterlistings/aberrations/choker/chokerbrute
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