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Choker

Creature 2 — aberration

Pre-Remaster content. May include legacy alignment.

With long, cartilaginous limbs and gray skin, chokers easily hide in stony alcoves, rocky fissures, and darkened staircases to ambush their prey. The strange little aberrations prefer to pick off weak and solitary creatures, especially those that wander off from their packs or communities. A choker's long, spongy arms are flexible but deceptively strong. The fingers can tighten rapidly and are ridged with spiky, tooth-like structures that provide an incredible grip. A choker typically strangles

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +7
Skills athletics +9, stealth +9
Str
+3
Dex
+3
Con
+1
Int
-3
Wis
+1
Cha
-2
AC 18 Fort +7 Ref +10 Will +7
HP 28
Speed 20 feet, climb 15 feet

Offense

Melee Arm +11, Damage 1d6+3 bludgeoning

Abilities

Yank (manipulate) —
Constrict — 1d6+3 bludgeoning, DC 19 Fortitude Constrict
Hidden Movement — If the choker starts its turn Hidden from or Undetected by a creature, that creature is Off-Guard against the choker's attacks until the end of the turn.
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.

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