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BelkerCreature 6


NELargeAirElemental
Source Pathfinder Bestiary 2
Perception +14 (darkvision, smoke vision)
Languages Auran
Skills Acrobatics +15, Stealth +15
Str +2, Dex +5, Con +3, Int -2, Wis +4, Cha +0

AC 25; Fort +13; Reflex +17; Will +12;
HP 78
Speed 25 feet (fly 40 feet)
Immunities bleed, paralyzed, poison, precision, sleep

Claw One Action +17 (+13, +9) to hit (agile, finesse) 2d10+5 Slashing
Wing One Action +17 (+13, +9) to hit (agile, finesse, reach 10) 2d8+5 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Smoke Vision

The belker ignores the Concealed condition from smoke.

Smoke Form

The belker can occupy the same space as other creatures.

Noxious Fumes Two Actions

Requirements The belker occupies the same space as a Medium or smaller creature


Effect The belker attempts to flow into the creature's lungs; the creature must attempt a DC 23 fortitude save. On a failure, the creature partially inhales the belker and is Immobilized by the pain of the smoke rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 fortitude save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature's space or uses Noxious Fumes again, the creature automatically exhales it.

Smoke Slash One Action

Requirements The belker is partially inhaled by a creature


Effect The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within.


These reclusive elementals have glowing red eyes, leathery wings, and long, sharp claws. While they always retain their shape, belkers can control the solidity of their forms at will, transforming into clouds of smoke, ash, and dust.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.