Small Aberration, Chaotic Evil
Armor Class 14 natural armor
Hit Points 39 (6d6 + 18)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +5
Skills Perception +3, Stealth +7
Senses Blindsight 10, Darkvision 60, Passive Perception 13
Languages Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Bonus Actions

Squeeze. One creature grappled by the choker takes 9 (2d8) bludgeoning damage.

DungeonDDive

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