Belker | New Monster for Fifth Edition

Belkers are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others.

The black, winged shapes of these creatures make them look distinctly demonic. Because of their semi-gaseous nature, however, they shift and change shape with every puff of wind.


Large elemental, neutral evil

Armor Class 15

Hit Points 75 (10d10 + 20)

Speed 30 ft., fly 50 ft. (hover)

Abilities Str 14 (+2), Dex 20 (+5), Con 14 (+2), Int 7 (-2), Wis 11 (+0), Cha 11 (+0)

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious

Senses darkvision 60 ft., passive Perception

Languages Auran

Challenge 6 (2,300 XP)

Smoke Form (1/Day). As a bonus action, the belker can change itself into a smoke form and remains in this form for 1 minute. This trait works the same as gaseous form except that the belker can fly at a speed of 50 ft. with perfect maneuverability and it does not need to concentrate to maintain its form.

Smoke Claws (Smoke Form Only). Any creature that starts its turn in the same space as the belker while it is in its smoke form must make a DC 13 Constitution saving throw. On a failed saving throw, the creature takes 7 (3d4) slashing damage and is poisoned as the belker uses its claws on the creature’s internal organs. This trait does not affect creatures that do not need to breathe air.


Multiattack. The belker makes two attacks with its claws and one attack with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Wing Attack. The belker beats its wings. Each creature within 10 feet of the belker must succeed on a DC 13 Consitution saving throw or become poisoned until the end of its next turn. While poisoned, the creature can’t take reactions. The belker can then fly up to half its flying speed.



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Art by Shutterstock (used with permission).

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