Size:
± Large
Type:
± Elemental
Form:
Temper:
# App:
± solitary, pair, or clutch (3-4)
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 93 (11d10 + 33)
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30 ft.
Climb/Arboreal:
± 20 ft.
Flight:
± 50 ft. (perfect)
Swim:
Benthic:
Burrow:
± 30 ft.
Ethereal:
Actions/Abilities/Traits: D&D 5e
Special
Air Form
The belker can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Special
Smoke Form
The belker can use its bonus action to assume a smoke form, much the same as the effects of the gaseous form spell. The belker must concentrate on this effect. A creature that enters the belker's space for the first time in a turn or ends their turn there must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, and half as much damage on a success. The belker can also move to another creature's space, triggering the Constitution saving throw.
Action
Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage, and the target is grappled (escape DC 15). While grappled in this way, the belker moves into and occupies the grappled creature's space, even if it has used its movement for the turn.
Action
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage. If the target is grappled, it takes an additional 13 (3d8) necrotic damage.
Action
Multiattack
The belker makes two attacks: one with its bite, and one with its claws.
Actions/Abilities/Traits: D&D 5e