Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Frightful Presence. Any creature that can see the Belker's face must succeed a DC 17 Charisma Saving Throw or become frightened for 1 minute. Any creature that succeeds the saving throw is immune to the Frightful Presence for the next 24 hours.
Weakness to Wind. If the Belker fails a saving throw by any attack that does force damage and moves the Belker it moves triple the speed and if the spell is a critical hit the Belker is dispelled and can reform within 1d4 days.
Mist Fighter. The Belker can fight ghosts, Vampire mists and any other creature that can assume a gaseous form.
Multiattack. The elemental makes two claws attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d8 + 2) slashing damage plus 3d12 fire damage.
Turn to Gas. The Belker can turn into a gas for 1d4 turns. The target must succeed the attck and the Belker turns to gas and can inhabit the same space as any other creature providing 1/2 cover.
Description
Belkers are foul fiendish elementals. Belkers are known to inhabit realms bordernig infernal areas. Belkers are often summoned by low level casters and by powerful elemental warlords. Most Belkers's mist is valuable in Alchemy.
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