Smoke claws. A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium-size or smaller opponent without provoking an attack of opportunity. The target must make a Dc 12 Constitution saving throw if they inhale the smoke, on a failed save the target takes 3d4 points of constitution damage. This can only be regained using spells such as greater restoration and heal or after 1d4 long rests.
Smoke 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. They can enter this form for a total of 20 rounds a day as a free action
Multi attack. The belker makes two wing attacks, a bite and two claw attacks.
Wing. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (1d12 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 6 (2d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) slashing damage.
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.
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