Small aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 13 (3d6+3)
Speed 20 feet
Skills Athletics +3, Stealth +6
Senses Darkvision 60 feet, passive Perception
Challenge ½ (100 XP)
Climbing. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
Hit: 5 (1d6 + 3) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the choker can’t constrict another target.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) bludgeoning damage,
Chokers are ravenous, greedy hunters. They lurk in the darkness of caves and dungeons, snatching any prey they can get their grasping tendrils on. Easily bribed and hard to escape from, they can at best be controlled and at worst be consumed by.
A choker appears to be a mottled brown, semi-humanoid creature with long tendril-like limbs ending with four fingers, lined on the inside with spines that allow it to climb walls and constrict enemies. A choker’s skull, spine, and rib cage are bony, but its limbs are really tentacles with multiple knobby joints of cartilage. Thus, it appears bowlegged, and its movements seem peculiar and fluid. It's elongated face ends in a grotesque mouth filled with jagged teeth, and always appears to be snarling. The creature weighs about 35 pounds.
Chokers are animalistic predators. The only peaceful interaction they might have is through heavy bribery, and even then they are hostile and combative. Otherwise, they simply attack and consume what they can, and flee or hide from what they cannot.
Chokers live almost exclusively in caves, dungeons and similar locations. They tend to use the ceilings and walls of such areas to their advantage, utilizing their skill at climbing to ambush prey.