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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8580048" data-attributes="member: 53176"><p><h3>Choker (MToM)</h3><p></p><p>Chokers are a monster that I am sure was thought up when some DM just really wanted to choke a player, but decided against it because that would be assault.</p><p></p><p>Chokers are another underground monster that likes to ambush people. For some reason people in the D&D world still go into caves despite the fact everything wants to kill them there. The Choker’s main gimmick is that it likes to choke people, and can do so because it has long, rubbery arms that have cartilage instead of bones. Chokers can speak, but are barely more intelligent than most animals. It should be easy for most PCs to trick them if need be.</p><p></p><p>Today is a rare treat, in that the lore block for the Choker actually goes into details on how they hunt. Chokers abuse their boneless biology to sit in small cracks inside of cave walls, then use their long arms to lash out and choke anyone who comes close enough, while their main body is protected by stone. It’s such a simple yet effective way to do things. Granting the Choker ¾ cover and a massive +5 bonus to AC, over their already decent natural armor. Chokers can also climb up walls and ceilings thanks to their Spider Climb ability. As I am fond of saying: If you can grapple someone, you should grapple them in the air where they will take fall damage even if they escape. Chokers can choke up to two targets at once, and if they grab their target with a critical hit, the target cannot speak or breathe, which prevents spellcasting and also breath attacks. On a final note, the Choker has Aberant Quickness, which functions like Action Surge, allowing an extra action in combat whenever the Choker needs it the most. Ideally, this should be used as part of their opening ambush. Hitting a target with 4 attacks, each with advantage, should not only deal some okish damage, but stand a good chance of triggering a Crit for the added bonuses. Should combat turn against the Choker, they will retreat deeper into their hidey-hole, safely away from the retaliation of their would-be prey.</p><p></p><p>In the changeover, the Choker lost some damage on their Tentacle attack.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8580048, member: 53176"] [HEADING=2]Choker (MToM)[/HEADING] Chokers are a monster that I am sure was thought up when some DM just really wanted to choke a player, but decided against it because that would be assault. Chokers are another underground monster that likes to ambush people. For some reason people in the D&D world still go into caves despite the fact everything wants to kill them there. The Choker’s main gimmick is that it likes to choke people, and can do so because it has long, rubbery arms that have cartilage instead of bones. Chokers can speak, but are barely more intelligent than most animals. It should be easy for most PCs to trick them if need be. Today is a rare treat, in that the lore block for the Choker actually goes into details on how they hunt. Chokers abuse their boneless biology to sit in small cracks inside of cave walls, then use their long arms to lash out and choke anyone who comes close enough, while their main body is protected by stone. It’s such a simple yet effective way to do things. Granting the Choker ¾ cover and a massive +5 bonus to AC, over their already decent natural armor. Chokers can also climb up walls and ceilings thanks to their Spider Climb ability. As I am fond of saying: If you can grapple someone, you should grapple them in the air where they will take fall damage even if they escape. Chokers can choke up to two targets at once, and if they grab their target with a critical hit, the target cannot speak or breathe, which prevents spellcasting and also breath attacks. On a final note, the Choker has Aberant Quickness, which functions like Action Surge, allowing an extra action in combat whenever the Choker needs it the most. Ideally, this should be used as part of their opening ambush. Hitting a target with 4 attacks, each with advantage, should not only deal some okish damage, but stand a good chance of triggering a Crit for the added bonuses. Should combat turn against the Choker, they will retreat deeper into their hidey-hole, safely away from the retaliation of their would-be prey. In the changeover, the Choker lost some damage on their Tentacle attack. [/QUOTE]
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