Name | Belker |
---|---|
Sorted Name | Belker |
Family | Belker |
Size and Type | Large Elemental (Air, Extraplanar) |
Hit Dice Count | 7 |
Hit Dice | 7d8+7 (38 hp) |
Random Hit Points | 7d8+7 - 7 |
Initiative | +5 |
Speed | 30 ft. (6 squares), fly 50 ft. (perfect) |
Armor Class | 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17 |
Base Attack/Grapple | +5/+11 |
Attack | Wing +9 melee (1d6+2) |
Full Attack | 2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Smoke claws |
Special Qualities | Darkvision 60 ft., elemental traits, smoke form |
Saves | Fort +3, Ref +10, Will +2 |
Abilities | Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11 |
Skills | Listen +7, Move Silently +9, Spot +7 |
Feats | Alertness, Multiattack, Weapon Finesse |
Environment | Elemental Plane of Air |
Challenge Rating | 6 |
Organization | Solitary, pair, or clutch (3-4) |
Treasure | None |
Alignment | Usually neutral evil |
Advancement | 8-10 HD (Large); 11-21 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Belker; CR 6; Large elemental (air, extraplanar); HD 7d8+7; hp 38; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 22 (-1 size, +5 dex, +8 natural), touch 14, flat-footed 17; Base Atk +5; Grp +11; Atk +9 melee (1d6+2, wing); Full Atk +9 melee (1d6+2, 2 wings) and +4 melee (1d4+1, bite) and +4 melee (1d3+1, 2 claws); Space/Reach 10 ft./10 ft.; SA Smoke claws; SQ Darkvision 60 ft., elemental traits, smoke form; AL NE; SV Fort +3, Ref +10, Will +2; Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11 Skills and Feats: Listen +7, Move Silently +9, Spot +7; Alertness, Multiattack, Weapon Finesse |
Belker
Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker's winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds. Belkers speak Auran. CombatIn 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 or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An 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 smoke form. It can switch forms once per 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). The ability is otherwise similar to a gaseous form spell (caster level 7th). Skills: Belkers have a +4 racial bonus on Move Silently checks. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Wing +9 melee (1d6+2), or 2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1)
feats: ALERTNESS, MULTIATTACK, WEAPON FINESSE, ,