MENACE MANUAL: Belker

Taking some inspiration from the original Planescape Monstrous Compendium entry and building off the 5e air elemental we have the Belker.

BELKER Belker
Large elemental, neutral evil

Armour Class 15
Hit Points 144 (12d10 +24)
Speed 0 ft., fly 90ft. (hover)

STR 14 (+2)        DEX 20 (+5)       CON 14 (+2)
INT 10 (+0)        WIS 10 (+0)        CHA 9 (-1)

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Weaknesses cold, gust of wind acts as a hold spell.
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Auran
Challenge 7 (2,900 XP)

Smoke Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS                                  
Multiattack. The belker makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.

Smoke Claws (Recharge 4-6). Each breathing creature in the elemental’s space must make a DC 15 Constitution saving throw or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within. On a failure, a target takes 17 (4d8 + 2) piercing damage. On a success the creature spends the turn coughing and choking. A successful save ends the secondary effect.

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