Belker | CR 6 |
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Usually NE Large Elemental (Air, Extraplanar) Init +5; Senses darkvision 60 ft.; Listen +7, Spot +7 Languages Auran |
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AC 22, touch 14, flat-footed 17 hp 38 (7 HD) Fort +3, Ref +10, Will +2 |
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Speed 30 ft., fly 50 ft. (perfect) Melee 2 wings +9 (1d6+2) and bite +4 (1d4+1) and 2 claws +4 (1d3+1) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +11 Special Actions smoke claws, smoke form |
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Abilities Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11 SQ elemental traits Feats Alertness, Multiattack, Weapon Finesse Skills Listen +7, Move Silently +9, Spot +7 Advancement 8-10 HD (Large); 11-21 HD (Huge) |
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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). |