Belker

Large Elemental (Air) (Air, Extraplanar) — CR 6

Monster Manual v.3.5 (MM), p. 27Updated 3.5

Belker is a D&D 3.5 monster from MM, p. 27. CR 6, HD 8d8+7 (38 hp).

Hit Dice
8d8+7 (38 hp)
Initiative
+5
Speed
Land 30 ft
Armor Class
22, 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)
STR
14
DEX
21
CON
13
INT
6
WIS
11
CHA
11
Fort / Ref / Will
+3 / +10 / +2
Challenge Rating
6
Alignment
Usually Neutral-Evil
Organization
Solitary, pair, or clutch (3–4)
Treasure
None
Environment
Elemental Plane of Air
Level Adjustment

Special Abilities

Smoke ClawsDarkvisionElemental TraitsSmoke Form

Feats

A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, rolling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw.

Description

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. Because of its semigaseous nature, however, it shifts and changes shape with every puff of wind. It is about 7 feet long and weighs about 8 pounds.

Belkers speak Auran.

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 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.