3e SRD:Belker

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This material is published under the OGL 1.0a.

Belker

Size/Type: Large Elemental (Air)
Hit Dice: 7d8+7 (38 hp)
Initiative: +5 (Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 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/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Smoke claws
Special Qualities: Elemental, Smoke form
Saves: Fort +3, Ref +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/Terrain: Any land and underground
Organization: Solitary or clutch (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)


Combat

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

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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