Aberrant Quickness (Recharge 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.
Cave Strider. Moving through nonmagical difficult cavern or underground terrain doesn't cost the choker extra movement.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Slay Foe (1/Turn). The choker deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points.
Multiattack. The choker makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) 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.
Stealthy. On each of its turns, the choker can use a bonus action to take the Hide action.
Description
As its name would suggest, the choker cavestalker has mastered moving unnoticed in cavernous terrain. It uses its knowledge of its surroundings to find the perfect ambush spots where it can lie in wait and pick off a lone passerby, such as the rear guard of an adventuring party, without it getting noticed.
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