Deadly lurker, shifty kobolds, military hobgoblins, hurray!

Here are the stats for the choker, as posted by another poster on these boards transcribed from the previewed pages from the Monster Manual at D&D Experience:

Choker, Cavern Choker; Level 4 Lurker
Small natural humanoid XP 175
Initiative +9 Senses Perception +3, darkvision
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13
Speed 6, climb 6 (spider climb)
M Tentacle Claw (standard; at-will)
Reach 2; +9 vs AC; 1d8+3 damage and the target is grabbed
(until escape). A target trying to escape the grab takes a -4
penalty to the check.
M Choke (standard; at-will)
Grabbed target only. +9 vs Fortitude; 1d8+3 damage.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn.
It can't use this power while grabbing a creature or while grabbed.
Body Shield (immediate interrupt, when targeted by a melee or a
ranged attack against Reflex or AC; recharge when the choker
makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target instead.
The choker cannot use this power to redirect attacks made by a
creature it is currently grabbing.
Alignment Unaligned Languages Common
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
 

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