Cave Setup May set up on any Cave tile instead of your assembly tile
Constrict Large smaller creature skips next turn; DC 13
Dual Activation This creature can take two turns in each round; each turn counts as one of your activations in that phase.
Hide If this creature has cover against a nonadjacent enemy from something other than intervening creatures (such as a wall or statue), it is considered to have the Invisible special ability (see that entry, below) against that creature. A creature without Blindsight making a ranged attack cannot see or target an enemy with Hide that has such cover. (If the creature with Hide can make a ranged attack, it usually gets a +2 bonus for attacking enemies that cannot see it.) If a creature can trace line of sight to all points of an enemys square from any single point of its square, then the enemy cannot benefit from Hide against that creature.
Melee Reach 2 This creature can make melee attacks against enemies that are up 2 squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover. This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
CE |
Choker |
14 Points |
|
47/60 ° Dungeons & Dragons ° © Wizards
|
|