Size/Type: Medium Aberration
Hit Dice: 11d8+22 (68 hp)
Initiative: 1 Dex, 21
Attack: Tentacle +13 melee (1d6 + 5)
Full Attack: 2 tentacles +13 melee (1d6 + 5)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d6 + 5
Special Qualities: Darkvision 60 ft., Quickness
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 20, Dex 12, Con 14, Int 8, Wis 12, Cha 8
Skills: Climb +14, Hide +14, Move Silently +14
Feats: Improved Initiative, Lightning Reflexes, Stealthy, Improved Natural Attack, Improved Grapple, Great Fortitude
Languages: Chokers speak Undercommon and Common.
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.
Constrict (Ex): A choker deals 1d6+5 points of damage with a successful grapple check against a Huge 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 Huge 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.
Size/Type: Large Aberration
Hit Dice: 8d8+24 (64 hp)
Attack: Tentacle +5 melee Paralysis or Bite +5 melee (1d4 + 5)
Full Attack: 8 Tentacles +5 melee Paralysis and Bite +5 melee (1d4 + 5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60ft, Scent
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 14, Cha 6
Skills: Climb +12, Hide +8, Listen +9, Move Silently +8, Spot +9,
Feats: Combat reflexes, Track, Alertness, Stealthy
Combat: Carrion Crawlers use their senses of sight and smell to detect carcasses and potential prey. When attacking, a crawler lashes out with its tentacles and tries to paralyze its victim. The tentacles deal no other damage. The creature then kills the paralyzed victim with its bite and devours the flesh. Multiple crawlers do not fight in concert, but each paralyzes as many opponents as possible. The unintelligent creature continues to attack as long as it faces any moving opponents.
Paralysis (Ex): Those hit by a Carrion Crawlers tentacle attack must succeed on a DC 14 fortitude save or be paralyzed for 2d6 minutes. The save DC is constitution based.
Skills: Carrion Crawlers have a +8 racial bonus to climb checks and can always take 10 on climb checks even if rushed or threatened.
These mercenaries are unlike any you have ever seen before. Standing at 7 ft tall, these Chokers as they call themselves are an odd bunch. Firstly, they would look almost human if not for their long, thin legs and arms with spiky pads for griping onto anything. They also move with a almost supernatural grace, moving faster than normal people. Also a thing that sets them apart is their pets. These almost worm-like beasts are only controlled by some alien ability that the Chokers have, because they only attack what they say. They have decided to have their services sold for a small sum of 1000 gp. However, they will request a portion of the loot…