Wishbound Belker (5-6)Creature 5
Source Pathfinder Society Scenario #2-16: Freedom for Wishes
Perception +12 (darkvision, smoke vision)
Languages Auran
Skills Acrobatics +13, Stealth +13
Str +2, Dex +5, Con +3, Int -2, Wis +4, Cha +0
AC 23; Fort +11; Reflex +15; Will +10;
HP 60
Speed 25 feet (fly 40 feet)
Immunities bleed, paralyzed, poison, precision, sleep
Claw +15 (+11, +7) to hit (agile, finesse) 2d10+3 Slashing
Wing +15 (+11, +7) to hit (agile, finesse, reach 10) 2d8+3 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.
Wishbound VisionThe belker is accustomed to working together with the mist stalkers and ignores the Concealed condition from both smoke and mist.
Smoke FormThe belker can occupy the same space as other creatures.
Noxious FumesRequirements The belker is occupying 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 21 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 21 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 again, the creature automatically exhales it.
Smoke SlashRequirements 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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AirEffects 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.