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Belker

Belker1
AI Generated Artwork – NightCafe Creator

Dull, red eyes, grasping claws, and leathery wings give a demonic aspect to this creature’s smoky form.

Belkers are hateful elemental air creatures resembling fiends made of smoke. Xenophobic in the extreme, they see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory. Among their elemental kin, they especially hate djinn and jann. They tolerate air mephits, dust mephits, steam mephits, air elementals, and fire elementals, but given the choice, prefer the company of their own kind.

Belkers create no permanent lairs but do claim and defend large territories from other living things, particularly areas ravaged by frequent storms, volcanic eruptions, hot springs, or forest fires. Some sages believe the belkers worship these dangerous natural phenomena; others speculate the elementals somehow feed on the unusual air from these sites. Still other scholars theorize that the reclusive beasts require the energy from these phenomena to feed or reproduce.


Belker

Belker2
AI Generated Artwork – NightCafe Creator

Large elemental, neutral evil

Armor Class 15 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft., fly 50 ft. (hover)

STRDEXCONINTWISCHA
14 (+2)19 (+4)14 (+2)6(–2)11 (+0)9 (–1)

Saving Throws Dexterity +6
Skills Acrobatics +6, Perception +2, Stealth + 6
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages Auran
Challenge 3 (700 XP)

Actions

  • Multiattack (normal form only). The belker makes one Bite attack and two Claw attacks.
  • Bite (normal form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
  • Claw (normal form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Smoke Claws (smoke form only). When the belker initiates this attack, any creatures whose space overlaps with that of the belker must succeed on a DC 13 Constitution saving throw to avoid breathing in or absorbing some of the belker. A creature that fails takes 11 (2d6 + 4) slashing damage as the belker temporarily rematerializes its claws inside it. Anytime a creature under this effect moves, the belker may choose to reposition the space it occupies (one to four adjacent 5-foot squares) to continue to overlap with the moving creature, without expending any of its own movement. Creatures are affected even if they hold their breath or don’t need to breathe.

Bonus Actions

  • Smoke Form (recharge 6). The belker can turn into a form made of pure smoke and maintain that form for up to 1 minute. While in this form, it has all the properties of a creature under the effect of a gaseous form spell. It can move through a space as narrow as 1 inch wide without squeezing. It can enter the space(s) occupied by hostile creature(s) and stop there. When it ends its movement, it can occupy from one to four adjacent 5-foot squares, as it wishes. It cannot attack except with its Smoke Claws. It is resistant to all nonmagical damage. It retains its flying speed of 50 ft.

About

Belkers are hateful elemental air creatures resembling fiends made of smoke. Xenophobic in the extreme, they see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory. Among their elemental kin, they especially hate djinn and jann. They tolerate air mephits, dust mephits, steam mephits, air elementals, and fire elementals, but given the choice, prefer the company of their own kind.

Belkers create no permanent lairs, but do claim and defend large territories from other living things, particularly areas ravaged by frequent storms, volcanic eruptions, hot springs, or forest fires. Some sages believe the belkers worship these dangerous natural phenomena; others speculate the elementals somehow feed on the unusual air from these sites. Still other scholars theorize that the reclusive beasts require the energy from these phenomena to feed or reproduce.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

Belker CR 6

Belker
AI Generated Artwork – NightCafe Creator

XP 2,400
NE Large outsider (air, elemental, evil)
Init +5; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +2
DR 5/—

OFFENSE

Speed 30 ft., fly 50 ft. (perfect)
Melee bite +12 (1d6+2), 2 claws +12 (1d6+2), 2 wings +10 (1d6+1)
Space 10 ft.; Reach 10 ft.
Special Attacks smoke claws

STATISTICS

Str 14, Dex 21, Con 17, Int 6, Wis 11, Cha 10
Base Atk +8; CMB +11; CMD 26 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Multiattack, Weapon Finesse
Skills Acrobatics +16, Fly +22, Perception +11, Stealth +16; Racial Modifiers +4 Stealth
Languages Auran
SQ smoke form

SPECIAL ABILITIES

Smoke Claws (Ex)

A belker using its smoke form ability can enter a target’s square as a standard action that does not provoke attacks of opportunity. The target must make a DC 17 Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 3d4 points of damage per round as a swift action.

If the target moves, the belker may automatically move with the target (this movement does not count toward the belker’s movement and does not provoke attacks of opportunity against the belker). Each round, the target can attempt another DC 17 Fortitude to cough out the belker’s smoke, which ends the smoke claws attack and forces the belker into an adjacent square. Creatures that do not need to breathe are immune to this attack. The save DC is Constitution-based.

Smoke Form (Su)

A belker can switch from its normal form to one of pure smoke or back again a swift action. It can spend up to 20 rounds per day in smoke form. In smoke form, the belker acts as if under the effects of a gaseous form spell, except that it retains its natural fly speed of 50 feet (perfect).

ECOLOGY

Environment any (Plane of Air)
Organization solitary, pair, or clutch (3–4)
Treasure incidental

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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