Medium Elemental, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 75 (9d8 + 25)
Speed 10 ft., Fly 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +5, Stealth +8
Damage Resistances Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Paralyzed, Petrified, Poisoned, Restrained
Senses Blindsight 40 ft., Darkvision 80 ft., Passive Perception 11
Languages Auran, Ignan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Smoke Form. The belker can move through a space as narrow as 1 inch wide without squeezing. However, liquids are treated as solid, and the belker has disadvantage on saves against spells such as gust or wind wall.

Keen Hearing and Smell. The belker has advantage on Wisdom(Perception) checks that rely on hearing or smell.

Gaseous State. The belker can enter a hostile creature's space and stop there, forcing the creature to make a DC 13 Constitution saving throw or take 5(1d10) poison damage. In addition, the belker's flying speed increases to 50 ft, and attacks from nonmagical weapons have disadvantage. However, the belker can only make one claw attack per turn or use its Belch while in its gaseous state. 

Solid State. The belker is able to use its Multiattack. 

Actions

Multiattack. The belker makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12(2d6 + 5) slashing damage. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. 

Belch(Recharge 6). The belker exhales vile smoke in a 30-foot cone, forcing all creatures to make a DC 13 Constitution saving throw or take 15(2d10+4) poison damage and 6(1d6+2) fire damage and be poisoned, halving damage on success.

Reactions

Shift State. The belker shifts from its solid state into its gaseous state, or from its gaseous state into its solid state. Regardless of state, the belker makes a single claw attack at disadvantage.

Description

Gleaming red eyes in the darkness and a foul air on the wind are the few warnings errant planeswalkers get when they are targeted by a belker. These creatures of the Para-Elemental Plane of Smoke are known for their sadistic behavior when dealing with other creatures, and for their general disinterest in affairs outside of their home plane.

Reclusive until Provoked. Despite their sadistic tendencies and lesser intelligence, at least compared to other elementals on their home planes, belkers generally keep to their nests and burrows, not bothering with other beings unless they are provoked somehow, or if they are hungry.

Summoner's Folly. Belkers have no love for efreeti or djinni, and the feeling is generally a mutual one. The only time one would see an efreeti and a belker in the same room is if they were fighting to the death. Overconfident wizards often summon belkers to act as guardians of treasures, or to be used in the making of golems. Such wizards are often later found choking on befouled vapors, or simply torn to shreds and devoured due to their foolishness.

TheGreatRasputin661

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