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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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<blockquote data-quote="Knightfall" data-source="post: 2193515" data-attributes="member: 2012"><p><strong>Choke Fiend</strong></p><p><strong>Small Aberration (Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 3d8+3 (16 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 20 ft. (4 squares), climb 10 ft.</p><p><strong>AC:</strong> 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +2/+5</p><p><strong>Attack:</strong> +6 melee (1d3+3, tentacle)</p><p><strong>Full Attack:</strong> +6 melee (1d3+3, 2 tentacles)</p><p><strong>Space/Reach:</strong> 5 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Improved grab, constrict 1d3+3, smite good</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., quickness, resistance to cold 5 and fire 5, spell resistance 8</p><p><strong>Saves:</strong> Fort +2, Ref +5, Will +4</p><p><strong>Abilities:</strong> Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 4 (-3), Wis 13 (+1), Cha 7 (-2)</p><p><strong>Skills:</strong> Climb +13, Hide +10, Move Silently +6</p><p><strong>Feats:</strong> Improved Initiative [sup]B[/sup], Lightning Reflexes, Stealthy</p><p></p><p><strong>Environment:</strong> Infinite Layers of the Abyss</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> 1/10 coins; 50% goods; 50% items</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 4–6 HD (Small); 7–12 HD (Medium)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p>These vicious little predators lurk through the Abyss, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds, its skin is blood red, and its eyes are a sickly yellow green color.</p><p></p><p>Choke fiends are related to chokers found on the Material Plane, although they are more vicious, and are often hunted by demons for experiments or even food. They are considered a delicacy by yugoloths. (Most find the meat of a choke fiend unpalatable.)</p><p></p><p>Choke fiends speak Abyssal.</p><p></p><p><strong>Combat</strong></p><p>A choke fiend likes to perch near outcroppings, often at the mouth of caves, hidden ledges, or fissures, and reach down to attack its prey. A choke fiend 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.</p><p></p><p><em>Constrict</em> (Ex): A choke fiend 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 choke fiend's grasp cannot speak or cast spells with verbal components.</p><p></p><p><em>Improved Grab</em> (Ex): To use this ability, a choke fiend 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. Choke fiends receive a +4 racial bonus on grapple checks, which is already included in the statistics block.</p><p></p><p><em>Smite Good</em> (Su): Once per day a choke fiend can make a normal melee attack to deal 3 extra points of damage against a good foe.</p><p></p><p><em>Quickness</em> (Su): Although not particularly dexterous, a choke fiend is supernaturally quick. It can take an extra standard action or move action during its turn each round.</p><p></p><p><em>Skills</em>: A choke fiend has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p></p><p><strong>Base Creature:</strong> Choker</p><p><strong>Template(s):</strong> Fiendish Creature (<em>D&D Monster Manual v.3.5</em>)</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2193515, member: 2012"] [B]Choke Fiend[/B] [B]Small Aberration (Extraplanar)[/B] [B]Hit Dice:[/B] 3d8+3 (16 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 20 ft. (4 squares), climb 10 ft. [B]AC:[/B] 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 [B]Base Attack/Grapple:[/B] +2/+5 [B]Attack:[/B] +6 melee (1d3+3, tentacle) [B]Full Attack:[/B] +6 melee (1d3+3, 2 tentacles) [B]Space/Reach:[/B] 5 ft. / 10 ft. [B]Special Attacks:[/B] Improved grab, constrict 1d3+3, smite good [B]Special Qualities:[/B] Darkvision 60 ft., quickness, resistance to cold 5 and fire 5, spell resistance 8 [B]Saves:[/B] Fort +2, Ref +5, Will +4 [B]Abilities:[/B] Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 4 (-3), Wis 13 (+1), Cha 7 (-2) [B]Skills:[/B] Climb +13, Hide +10, Move Silently +6 [B]Feats:[/B] Improved Initiative [sup]B[/sup], Lightning Reflexes, Stealthy [B]Environment:[/B] Infinite Layers of the Abyss [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] 1/10 coins; 50% goods; 50% items [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 4–6 HD (Small); 7–12 HD (Medium) [B]Level Adjustment:[/B] — These vicious little predators lurk through the Abyss, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds, its skin is blood red, and its eyes are a sickly yellow green color. Choke fiends are related to chokers found on the Material Plane, although they are more vicious, and are often hunted by demons for experiments or even food. They are considered a delicacy by yugoloths. (Most find the meat of a choke fiend unpalatable.) Choke fiends speak Abyssal. [B]Combat[/B] A choke fiend likes to perch near outcroppings, often at the mouth of caves, hidden ledges, or fissures, and reach down to attack its prey. A choke fiend 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. [I]Constrict[/I] (Ex): A choke fiend 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 choke fiend's grasp cannot speak or cast spells with verbal components. [I]Improved Grab[/I] (Ex): To use this ability, a choke fiend 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. Choke fiends receive a +4 racial bonus on grapple checks, which is already included in the statistics block. [I]Smite Good[/I] (Su): Once per day a choke fiend can make a normal melee attack to deal 3 extra points of damage against a good foe. [I]Quickness[/I] (Su): Although not particularly dexterous, a choke fiend is supernaturally quick. It can take an extra standard action or move action during its turn each round. [I]Skills[/I]: A choke fiend has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. [B]Base Creature:[/B] Choker [B]Template(s):[/B] Fiendish Creature ([I]D&D Monster Manual v.3.5[/I]) [/QUOTE]
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Knightfall's "Codex of Madness" Templated Aberrations Thread (Updated: May 19/05)
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