Belker Prince

Family: Belker

Huge elemental, neutral evil

Armor Class 18 (natural armor)
Hit Points 139 (14d12 + 48)
Speed 30 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 21 (+5) 18 (+4) 10(+0) 13 (+1) 11 (+0

Saving Throws Constitution +8, Dexterity + 9
Skills Acrobatics +9, Perception +5, Stealth + 9
Damage Resistances cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 120 ft., passive Perception 15
Languages Auran
Challenge 12 (8,400 XP)

Special Traits

  • Magic Weapons. The belker prince’s attacks are magical.

Actions

  • Multiattack (normal form only). The belker prince makes one Bite attack and two Claw attacks.
  • Bite (normal form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
  • Claw (normal form only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
  • Smoke Claws (smoke form only). When the belker prince initiates this attack, any creatures whose space overlaps with that of the belker prince must succeed on a DC 15 Constitution saving throw to avoid breathing in or absorbing some of the belker prince. A creature that fails takes 16 (2d10 + 5) slashing damage as the belker prince temporarily rematerializes its claws inside it. Anytime a creature under this effect moves, the belker prince may choose to reposition the space it occupies (one to nine adjacent 5-foot squares) to continue to include the moving creature, without expending any of its own movement. Creatures are affected even if they hold their breath or don’t need to breathe.
  • Summon Belkers (3/day). The belker prince may summon 1d3 + 1 belkers who appear instantaneously in unoccupied spaces within 100 feet of the belker prince and do its bidding, acting on the prince’s initiative and fighting to the death if so instructed.

Bonus Actions

  • Smoke Form (recharge 6). The belker prince can turn into a form made of pure smoke and maintain that form for up to 1 minute. While in this form, it has all the properties of a creature under the effect of a gaseous form spell. It can move through a space as narrow as 1 inch wide without squeezing. It can enter the space(s) occupied by hostile creature(s) and stop there. When it ends its movement, it can occupy from one to nine adjacent 5-foot squares, as it wishes. It cannot attack except with its Smoke Claws or Cloud of Smoke special abilities. It is resistant to all nonmagical damage. It retains its flying speed of 50 ft.

Legendary Actions

The belker prince can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The belker prince regains spent legendary actions at the start of his turn.

  • Claw. The belker prince makes a Claw attack.
  • Cloud of Smoke (costs 2 actions). The belker prince chooses a point that it can see within 100 feet of it. A cloud of thick smoke 60 feet in diameter erupts from that point and lasts for 1 minute. The area is heavily obscured, and each creature in the area is blinded and must make a DC 16 Constitution saving throw. Those who fail take 14 (4d6) poison damage and are poisoned until they leave the cloud; those who succeed take half as much damage and are not poisoned.
  • Wing Buffet (costs 2 actions). The belker prince beats its wings. Each creature within 10 feet must succeed on a DC 16 Dexterity save or take 11 (2d6 + 4) bludgeoning damage, be knocked prone, and be pushed 10 feet away for each size category its size is below Huge (e.g. Medium creatures are pushed 20 feet back, Small creatures 30 feet).
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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