Smoke Claws (Smoke Form Only). Any creature that starts its turn in the same space as the belker while it is in its smoke form must make a DC 13 Constitution saving throw. On a failed saving throw, the creature takes 10 (3d6) slashing damage as the belker uses its claws on the creature’s internal organs. This trait does not affect creatures that do not need to breathe air.
Multiattack The belker makes three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Smoke Form (Recharge 5-6). The belker can change itself into a smoke form and remains in this form for until the start of its next turn. This trait works the same as gaseous form except that the belker can fly at a speed of 50 ft. with perfect maneuverability and it does not need to concentrate to maintain its form.
Description
A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw.
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. Because of its semigaseous nature, however, it shifts and changes shape with every puff of wind. It is about 7 feet long and weighs about 8 pounds.
In most cases, a belker fights with its nasty claws and painful bite.
A creature found in the book Monster Manual for D&D 3.5, adapted to 5th Edition.
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