D20:Belker Creature
[top]BELKER
CR 6 | ||
---|---|---|
HP 38, hd7d8+7 Initiative +5AC 22 (?1 size, +5 Dex, +8 natural), touch 14, flat-fooded 17 Fort +3, Ref +10, Will +2 Speed 30 ft. (6 squares), fly 50 ft. (perfect) Spot , Listen | ||
Standard attacks BAB +5, Grapple +11 | ||
Attacks | ||
Full attack: 2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1) | ||
Special Attacks/Qualities | ||
Smoke claws | ||
Darkvision 60 ft., elemental traits, smoke form | ||
Skills Listen +7, Move Silently +9, Spot +7 | ||
Feats Alertness, Multiattack, Weapon Finesse | ||
Str 14 Con 13 Dex 21 Int 6 Wis 11 Cha 11 | ||
Alignment Usually neutral evil, Environment Elemental Plane of Air, Organisation Solitary, pair, or clutch (3?4) |
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.
[top]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 Fortutude save or inhale part of the creature. The save DC is Consitution-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 Fortutude 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.
System Reference Document -> List of Creatures
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 Fortutude save or inhale part of the creature. The save DC is Consitution-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 Fortutude 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.
System Reference Document -> List of Creatures
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Air Subtype | CR6 | Creature | D20 | Elemental Plane Of Air | Elemental Type | Evil Alignment | Extraplanar Subtype | LA- | Large Size | Neutral Alignment | SRD
Created by Last edited by , 10-23-2011 at 11:57 AM 0 Comments, 11,130 Views |
, 05-19-2007 at 10:11 PM
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