I have always loved the choker creature, as it seems to be the most typical dungeon creeper: looking for food and scraps of treasure, never overly dangerous, but something that fits into the underground lurker theme so well. But I dislike their small size and bare intelligence, Mine is adjusted for levels and size, you can scale the HD to use them not just as threats for the lowest levels. Good stand alone protector, willing to hide until the time is right to strike.
Nyssian Choker
NE Small Aberration
Init +6 Senses Darkvision 60 ft.; Perception +X
Init +6 Senses Darkvision 60 ft.; Perception +X
DEFENSE
AC 17 touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 20 ft. Climb 10 ft
Melee 2 Tentacles +6 (1d4+3)
Melee 2 Tentacles +6 (1d4+3)
STATISTICS
Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
ECOLOGY
Environment Any non Extreme (Garden or Urban)
Organization Solitary or Pair
Treasure Value Half Standard
Advancement
Typically Monster / HD or rogue levels
Appear
identical to the standard creature, but increases to a medium size at 4 HD.
They are also much smarter then typical chokers found on many other
worlds. This doesn't mean their primary tactics are vastly different
but they do have an escape route ready if the attack fails. They are anti-social, preferring to be left alone to do their work, guarding small areas, either in dungeons or locations next to them.
Unlike
their kin, they often work for others, as part of lair defenses to
protect an area. they kill weaker creatures and capture others so
they can be questioned. They follow simple orders, as they have
problems with anything too complex. Stories abound over city revolutions, where one group is deposed and another coming into power, and they still don't even know where the choker guards or their safe words to get through dangerous passageways protected by these critters.
HD
Advancement Table
4
HD +6 skills, Feat, Increase to Medium Size, +1 natural AC, Increase Dmg
(1d6+3)*
5
HD +6 skills, Increase Tentacle Dmg (1d6+Double Strength Dmg)
6
HD. +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
7
HD +6 skills, Increase Tentacle Dmg (1d8+Double Strength Dmg)
8
HD Gain +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
9
HD +6 skills, Increase Tentacle Dmg (1d10+Triple Strength Dmg), +1 natural AC
+HD Natural AC increase every other HD, +6 skills, Increase choking multiplier dmg every +3 HD
Monster
HD increase is the most typical route for advancement but the rare
few will gain rogue levels. Once they take non-HD levels they are
unable to gain additional Monster HD.
*Only
one tentacle does maximum damage, the other is one damage level down.
Normally if the first attack is successful that one inflicts max
damage. If the second one hits, it does the higher damage capacity.
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