Size/Type: Small Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: Fly 100ft, 20 ft. (4 squares), climb 10 ft.
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/
Attack: Tentacle ()
Full Attack: 2 tentacles ()
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d3+3
Special Qualities: Darkvision 60 ft., quickness, immune to poison, sleep, paralysis, and stunning. Not subject to critical hits
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 16, Dex 20, Con 13, Int 4, Wis 13, Cha 7
Skills: Climb +13, Hide +10, Move Silently +6
Feats: Fly-by attackB, Improved InitiativeB, Lightning Reflexes, Stealthy
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Small); 7-12 HD (Medium)
Level Adjustment: —
[b]Constrict (Ex)
A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.
[b]Improved Grab (Ex)
To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
[b]Quickness (Su)
Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Skills A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Air Mastery (Ex): Airborne creatures suffer a –1 penalty on attack and damage rolls against an air element creature.
Flyby Attack: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: Fly 100ft, 20 ft. (4 squares), climb 10 ft.
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/
Attack: Tentacle ()
Full Attack: 2 tentacles ()
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d3+3
Special Qualities: Darkvision 60 ft., quickness, immune to poison, sleep, paralysis, and stunning. Not subject to critical hits
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 16, Dex 20, Con 13, Int 4, Wis 13, Cha 7
Skills: Climb +13, Hide +10, Move Silently +6
Feats: Fly-by attackB, Improved InitiativeB, Lightning Reflexes, Stealthy
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Small); 7-12 HD (Medium)
Level Adjustment: —
Combat
A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. A Air Element Choker speaks Auran[b]Constrict (Ex)
A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.
[b]Improved Grab (Ex)
To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
[b]Quickness (Su)
Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Skills A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Air Mastery (Ex): Airborne creatures suffer a –1 penalty on attack and damage rolls against an air element creature.
Flyby Attack: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

