Choker

Small aberration, Chaotic Evil

Armor Class16 (natural armor)
Hit Points13 (3d6 + 3)
Speed30 ft.
STRDEXCONINTWISCHA
16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2)
Saving Throws—
SkillsStealth +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 11
LanguagesDeep Speech
Challenge1

Traits

Aberrant Quickness (Recharges after a Short or Long Rest).

The choker can take an extra action on its turn.

Boneless.

The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

Spider Climb.

The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack.

The choker makes two Tentacle attacks.

Tentacle.

Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.