Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
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.
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.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
12 (1d6+2)
Action
2 wings
10 (1d6+1)
Action
bite
12 (1d6+2)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Smoke Claws|Smoke Form
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 Death save or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 2d6 necrotic damage per round. 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 save 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.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Noxious Fumes
Circumstance: The belker occupies the same space as a Medium or smaller creatur
Requirements: The belker occupies the same space as a Medium or smaller creature; Effect The belker attempts to flow into the creature's lungs; the creature must attempt a DC 23 Fortitude save. On a failure, the creature partially inhales the belker and is immobilized by the pain of the smoke rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 Fortitude save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature's space or uses Noxious Fumes again, the creature automatically exhales it.
Ability
Smoke Form
The belker can occupy the same space as other creatures.
Ability
Smoke Slash
Circumstance: The belker is partially inhaled by a creature;
Requirements: The belker is partially inhaled by a creature; Effect The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within.
Ability
Smoke Vision
The belker ignores the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
claw +17 [+13/+9] (agile, finesse), Damage 2d10+5 slashing
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
bleed
paralyzed
poison
precision
sleep
Language
Auran
Perception
darkvision
smoke vision