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Belker

Large elemental, neutral evil

Armor Class 15
Hit Points 93 (11d10 + 33)
Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 17 (+3) 6 (-2) 11 (+0) 10 (+0)

Skills Perception +6, Stealth +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, prone, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages Auran
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • 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.
  • 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

  • Multiattack. The belker makes two attacks: one with its bite, and one with its claws.
  • 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.
  • 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.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham