Belker | Size & Type (subtype): | Large Elemental (Air) | Hit Dice: | 7d8+7 (38) | Initiative: | +5 (Dex) | Speed: | 30 ft., fly 50 ft. (perfect) | Armor Class: | 22 (-1 size, +5 Dex, +8 natural) | Attacks: | 2 wings +9 melee, bite +4 melee, 2 claws +4 melee | Damage: | Wing 1d6+2, bite 1d4+1, claw 1d3+1 | Face and Reach: | 5 ft. by 5 ft./10 ft. | Special Attacks: | Smoke claws | Special Qualities: | Smoke form | Saving Throws | Fortitude: 3 Reflex: 10 Will: 2
| Abilities: | Str: 14 Dex: 21 Con: 13 Int: 6 Wis: 11 Cha: 11 | Skills: | Listen +9, Move Silently +9, Spot +9 | Feats: | Multiattack, Weapon Finesse (wing) | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary or clutch (2-4) | Challenge Rating: | 6 | Challenge Rating Value: | 6 | Treasure: | None | Alignment: | Usually neutral evil | Advancement: | 8-10 HD (Large); 11-21 HD (Huge) |
| Description: |
Combat
In most cases, a belker fights with its nasty claws and
painful bite.
Smoke Claws (Ex): A belker in smoke form (see below) can
engulf opponents by moving on top of them. It fills the air
around one Medium-size or smaller opponent without provoking an
attack of opportunity. The target must succeed at a Fortitude
save (DC 14) or inhale part of the creature. Smoke inside the
victim solidifies into a claw or talon and begins to rip at the
surrounding organs, dealing 3d4 points of damage per round. The
affected creature can attempt another Fortitude save each
subsequent round to cough out the semivaporous menace.
Smoke Form (Su): Most of the time a belker is more or less
solid, but at will it can assume a smoke form. It can switch
forms once a round as a free action and can spend up to 20 rounds
per day in smoke form. A belker in smoke form can fly at a speed
of 50 feet (perfect maneuverability). The ability is otherwise
similar to a gaseous form spell cast by a 7th-level sorcerer.
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