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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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