False Stillness. While motionless, the choker is indistinguishable from natural stone.
Ceiling Ambusher. If the choker hits a creature that hasn’t acted yet in combat, the target has disadvantage on the saving throw to escape the grapple.
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The choker makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained.
Squeeze. One creature grappled by the choker takes 9 (2d8) bludgeoning damage.
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