Medium Or Small Elemental (Changeling), Chaotic Evil
Armor Class 15 Natural armor
Hit Points 114 (12d10 + 50)
Speed 30 ft., Swim 90 ft.
STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
3 (-4)
WIS
14 (+2)
CHA
3 (-4)
Saving Throws STR +6, DEX +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Senses Passive Perception 12
Languages Abyssal, Aquan Can understand but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

False appearance. Due to its amorphous form the Choker can presume the shape of any creature that is size medium or smaller, although it still retains the color of water unless under the effects of a spell such as disguise self. Additionally, whenever it lays in a pool of water it is indestinguishable from a normal puddle.

Amorphous. The water elemental can move through as narrow as 1 inch wide without squeezing.

Water choke. The Choker can enter a space occupied by another creature, and other creatures may enter the Choker's space. While inside the creature is redtrained and is subjected to the Choker's engulf ability, with disadvantage on the saving throw. An ally may attempt to make a DC 14 Strength saving throw to free the captured creature, but on a fail the allied creature is grappled, until the start of the Choker's next turn.

Spellcasting. The [Choker] is a 3rd-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 13, +5 to hit with spell attacks). The [Choker] has following spells prepared:         Cantrips (at will): [minor illusion], [shape water]           1st level (4 slots): [Disguise Self],                         2nd level (2 slots): [Invisibility], [Misty Step]

Actions

Multi-attack. The Choker can make either three water slam attacks or one engulf and one water slam

Water slam. Melee Weapon Attack: +6 to hit, reach 15 ft., 1 target. Hit: 12 (4d6) [bludgeoning] damage plus 12 (2d6 + 6) [acid] damage.

Engulf. The Choker can move up to its speed. While doing so it can enter the space of a creature that is large or smaller. Whenever the Choker enters a creature's space, the Choker stops moving and the creature must make a DC 14 Strength saving throw.   On a successful save the creature escapes and is shoved 5ft away in a random direction and knocked prone.                                                                                   On a failed save the creature enters the Choker's space and is suffocated until the water is expelled from its lungs. To expell the water the creature must use its action to make a (Wisdom) medicine check and no longer be engulfed. When the Choker moves it may choose to bring the restrained creature with it.                                                                   An engulfed creature may try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and is pushed 5ft in a random direction and knocked prone.

Description

A water elemental that was trapped in the abyss, tortured and mutated by the fiends of oozish nature before being freed to cause havoc across the world. The Choker is the creation that sometimes followed and is a perfect spy or weapon of destruction. They are often found divulging in the murder of farm workers or lurking in the dank dungeons filled with water. The Choker will usually gather in groups called puddles, and then go out to masacree workers that bring food. It is unknown why they prefer attacking those that grow food, but when entire villages starve because of the murder of the farmers and their livestock no body cares to learn and instead just want to find out what caused it.

Habitat: CoastalSwampUnderdarkUnderwaterUrban

evandolgan

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