#7, Choker's Lair (EL 6)
Traps: None
As you reach the top of this incline, the tunnel widens into a broader cavern, roughly 20' by 30' across. The smell of decay assaults your nostrils, and you see a pile of bones scattered haphazardly across the jagged stone floor. A gleam of metal in the flickering light from your torch catches your eye. The uneven floor pokes uncomfortably at your boots as you step forward.
Room Notes: While the jagged floor is uncomfortable to walk on, it does not have any mechanical effects on movement. It does, however, increase falling damage by 1d6 (falling 10 feet causes 2d6 damage, etc). The roof of the cavern is 20' up near the edges of the room, but there is one "chimney" about 10' in diameter leading up 20' to the top. The chimney may be reached with a DC 25 Climb check from any point in the cavern due to the irregular structure of the rocks in this chamber.
Even if the PCs have Darkvision, the chokers have a good enough ambush position that they remain hidden. It takes a DC 26 Spot check to notice them before they attack the party.
If the PCs are bearing lights, the chokers automatically follow their progress through the room. They will only need to roll Spot and Listen checks if they are scouting in complete darkness.
Ghzzdit & Ghzzdot, Advanced Chokers
Size/Type: Medium Aberration
Hit Dice: 12d8+36 (85 hp)
Initiative: +5
Speed: 30 ft. (4 squares), climb 10 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +9/+18
Attack: Tentacle +15 melee (1d6+5)
Full Attack: 2 tentacles +15 melee (1d6+5)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d6+5
Special Qualities: Darkvision 60 ft., quickness
Saves: Fort +7, Ref +7, Will +9
Abilities: Str 21, Dex 12, Con 16, Int 4, Wis 14, Cha 7
Skills: Climb +16, Hide +16, Listen +2, Move Silently +9, Spot +2
Feats: Improved Initiative, Improved Natural Attack, Lightning Reflexes, Skill Focus (Hide), Stealthy, Weapon Focus (Tentacle)
Challenge Rating: 4
Alignment: chaotic evil
Ghzzdit and Ghzzdot lurk above the entrance to this chamber, 10 ft above the cave floor. They takes 10 on their Hide checks for a total of 26 in order to better ambush prey. Unless the PCs take extraordinary measures to avoid detection, they wait here to ambush them when they arrive.
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.
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.
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.
tactics: The chokers make no distinction with regards to their prey. They attack the two first PCs who come within attack range. Once a victim is grappled, the chokers will attempt to haul their victims up to a shelf hidden within their chimney. The choker's will need to make successful strength checks in order to accomplish this, otherwise, they will release their victims.
DM's Notes: PCs with reach weapons may attack the choker's normally as long as they are on the ceiling. Otherwise, a DC 20 Jump check will allow any PC to get close enough to strike. If the choker's move up their chimney (with or without a victim) they will be out of melee range. A DC 25 Climb check will allow a PC to climb up onto the choker's ambush shelf.
Treasure: A rusty dagger, a tattered pair of hard-soled red leather shoes and a gold ring (225gp) are all that can be found amongst the bones. If Mending or Make Whole is cast on the shoes, they become worth 25gp.
Background Note: The dragon's slaves regularly sweep the chamber for treasure; all the gear of Ghzzdit's past victims now lies in the dragon's treasure pile, except for the items noted above.
Contributor: Brian "the Elephant" Thompson