Page 233 - Tales from the Yawning Portal
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CHOKER
                                                              The choker (from Dead in Thay) is a malevolent, other-
                                                              worldly creature that relies on stealth and strangulation
                                                              to put down its enemies. Two long arms extend from its
                                                              scrawny body, functioning like tentacles that enable the
                                                              choker to strike from a distance. The creature's primary
                                                              tactic is to grab a target around the throat and hold on
                                                              until its prey is dead.

                                                              CONJ_U_R_E_R ____ _
                                                              Conjurers are specialist wizards who summon crea-
                                                              tures from other planes and create materials out of thin
                                                              air. Some conjurers use their magic to bolster armies or
                                                              destroy enemies on battlefields, while others use sum-
                                                              moned creatures to guard their lairs.

                                                              CONJURER
                                                              Medium humanoid (any race),  any alignment
                                                              Armor Class 12 (15 with mage armor)
                                                              Hit Points 40  (9d8)
                                                              Speed 30 ft.

                                                                STR    DEX    CON     INT    WIS    CHA
            CHOKER
            Small aberration, chaotic evil                     9 (-1)   14 (+2)   11  (+O)   17  (+3)   12  (+l)   11  (+O)
                                                              Saving Throws  Int +6, Wis +4
            Armor Class 16  (natural armor)                   Skills Arcana +6,  History +6
            Hit Points 13  (3d6 + 3)                          Senses passive Perception 11
            Speed 30 ft.
                                                              Languages any four languages
                                                              Challenge 6 (2,300 XP)
              STR     DEX    CON     INT    WIS    CHA
             16  (+3)   14  (+2)   13  (+l)   4 (-3)   12  (+l)   7 (-2)
                                                              Spellcasting. The conjurer is  a 9th-level spellcaster. Its spell-
            Skills Stealth +6                                 casting ability is  Intelligence (spell save DC  14, +6 to  hit
            Senses darkvision 60 ft. , passive Perception 11   with  spell attacks). The conjurer has the following wizard
            Languages  Deep Speech                            spells prepared:
            Challenge 1 (100 XP)
                                                              Cantrips  (at will): acid splash,* mage hand,* poison spray,* pres-
                                                               tidigitation
            Aberrant Quickness (Recharge after a Short or Long Rest). The   1st level  (4 slots): mage armor, magic missile, unseen servant*
            choker can take an extra action on its turn.      2nd  level  (3  slots): cloud of daggers,* misty step,* web*
                                                              3rd  level  (3  slots):fireba/1, stinking cloud*
            Spider Climb. The choker can climb difficult surfaces, includ-  4th level  (3  slots):  Evard's black tentacles,* stoneskin
            ing upside down  on ceilings, without needing to make an   5th level  (2  slots): cloudkill,* conjure elemental*
            ability check.                                    ,·,conjuration spell of 1st level or higher

            ACTIONS                                           Benign Transportation (Recharges after the Conjurer Casts a
                                                              Conjuration Spell of 1st Level or Higher). As  a bonus action, the
            Multiattack. The choker makes two tentacle attacks.
                                                              conjurer teleports up to 30 feet to an  unoccupied space that it
            Tentacle.  Melee  Weapon Attack: +5 to hit,  reach 10 ft.,  one tar-  can see. If it instead chooses a space within range that is  occu-
            get.  Hit: 5 (ld4 + 3)  bludgeoning damage plus 3 (ld6)  piercing   pied by a willing Small or Medium creature, they both teleport,
            damage. If the target is  a Large or smaller creature, it is  grap-  swapping places.
            pled  (escape DC  15). Until this grapple ends, the target is  re-
                                                              ACTIONS
            strained, and the choker can't use this tentacle on another tar-
            get (the choker has two tentacles). If this attack is a critical hit,   Dagger.  Melee or Ranged Weapon Attack: +5 to hit,  reach  5 ft. or
            the target also can't breathe or speak until the grapple ends.   range 20/60 ft.,  one target.  Hit: 4 (ld4 + 2)  piercing damage.


            APPENDIX  B I CREATURES
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