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Monsters

id12
NameBelker
SizeAndTypeLarge Elemental (Air)
HitDice7d8+7 (38)
Initiative+5 (Dex)
Speed30 ft., fly 50 ft. (perfect)
ArmorClass22 (-1 size, +5 Dex, +8 natural)
Attacks2 wings +9 melee, bite +4 melee, 2 claws +4 melee
DamageWing 1d6+2, bite 1d4+1, claw 1d3+1
FaceAndReach5 ft. by 5 ft./10 ft.
SpecialAttacksSmoke claws
SpecialQualitiesSmoke form
Saves_Fort3
Saves_Ref10
Saves_Will2
AbilitiesStr 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
SkillsListen +9, Move Silently +9, Spot +9
FeatsMultiattack, Weapon Finesse (wing)
ClimateAndTerrainAny land and underground
OrganizationSolitary or clutch (2-4)
ChallengeRating_Value6
TreasureNone
AlignmentUsually neutral evil
Advancement8-10 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.