Chokers were some of the most hideous monsters in the 5th edition of Dungeons and Dragons. They hid underground and strangled their prey to death. While they were not particularly powerful, they could be a major threat to unsuspecting adventurers. In this article, we will discuss everything you need to know about Chokers in D&D, including their stats and how best to defeat them!
Choker 5e Dnd – Monster
They are the Choker 5e, a ravenous and greedy hunter that lurks in the darkness. They’re well known for snatching their prey with grasping tendrils which they may get stuck on or bribe easily if needed to escape from this creature’s grasp at worst!
The choker is a mottled brown with long tendril-like limbs ending in four fingers. They are lined on the inside of its skin, which has spines that permit them to climb walls and constrict enemies; but it also possesses numerous knobby joints of cartilage where all these bones meet at their bases (the knees for instance).
The creature seems bowlegged as well–their actions seem peculiar yet fluid because they move like water when walking or running across rooftops! Their face ends abruptly before reaching an outlandish mouth filled with only teeth – sharp ones no doubt capable enough to bite through flesh if anger arises…
Chokers are wild and animalistic predators. They have the best bribery option, which they use to keep their prey calm or compliant while it’s being attacked by other creatures in order for them to survive themselves!
Chokers are creatures that live in caves, dungeons, and similar zones. They manage to use the ceilings and walls of such areas as well their skills at ascending on high places for ambushes against prey.
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Traits
Aberrant Quickness: A choker is quick and flexible, but it’s a little too energetic for some tastes.
Boneless. The choker can move through spaces as narrow as 4 inches wide, and it won’t squeeze.
Spider Climb. The choker can scale difficult surfaces, such as ceilings, without needing to make an ability check.
Actions
Multiattack.The choker’s two tentacle attacks are quite varied.
Tentacle.Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. A Large or smaller creature is the target.
The tentacle cannot be used on another target (escape DC: 15). The choker is unable to utilize the tentacles on another creature until the grapple ends. There are two tentacles on the choker. If this attack hits a vital organ, the target is unable to breathe or speak until the grappling.
Small aberration. Chaotic Evil
- Armor Class: 16 (natural armor)
- hit Points: 13 (3d6 + 3)
- Speed: 30ft.
- Str: 16
- Dex: 14
- Con: 13
- Wis: 12
- Int: 4
- Cha: 7
- Skills: Stealth +6
- Senses: darkvision 60 ft., passive perception 11
General and Appearance
- Size: Small
- Type: Aberration
- Languages(s): Deep Speech, Common, Undercommon
- Challenge Rating: 1
- Vision: Darkvision
- Movement: Climbing
- Subraces: Cavern choker, Feygrove choker
- Average height : 3 ft 6 in (110 cm)
- Average weight: 35 lb (16 kg)
- Skin color(s): Gray, earthy brown
- Distinctions: Long, tentaclelike limbs, Mottled skin
Conclusion:
The choker 5e dnd, a monstrous creature that hides underground and strangles its prey to death, is the perfect monster for your next Dungeons and Dragons game.
This blog post has provided you with everything you need to know about this fearsome predator, from its statistics to its tactics. So gather your party of adventurers and venture into the dark depths of the earth in search of glory and treasure—and be sure to watch out for those chokers!
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