(Generated 100 times)
Namelist None
Rank Skilled
Race Firebat
Cult rank None
Notes Dull, red eyes, grasping claws, and leathery wings give a demonic aspect to this creature’s smoky form. Smoke Claws A belker using its smoke form ability can enter a target’s space as an action that does not provoke and counter attacks. The target must make an easy opposed END roll vs END or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 3d4 points of damage per round as an action. If the target moves, the belker may automatically move with the target (this movement does not count toward the belker’s movement and does not provoke counterattacks against the belker). Each round, the target can attempt another opposed END roll to cough out the belker’s smoke, which ends the smoke claws attack and forces the belker into an adjacent space. Creatures that do not need to breathe are immune to this attack. Smoke Form A belker can switch from its normal form to one of pure smoke or back again a free action. It can spend up to 20 rounds per day in smoke form. In smoke form, the belker acts as if under the effects of a gaseous form spell, except that it retains its natural fly speed of 50 feet. Its natural resistance means that any damage the overcomes its armour is reduced by a further 5. Belkers are hateful elemental air creatures resembling fiends made of smoke. Xenophobic in the extreme, they see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory. Among their elemental kin, they especially hate djinn and jann. They tolerate air mephits, dust mephits, steam mephits, air elementals, and fire elementals, but given the choice, prefer the company of their own kind. Belkers create no permanent lairs, but do claim and defend large territories from other living things, particularly areas ravaged by frequent storms, volcanic eruptions, hot springs, or forest fires. Some sages believe the belkers worship these dangerous natural phenomena; others speculate the elementals somehow feed on the unusual air from these sites. Still other scholars theorize that the reclusive beasts require the energy from these phenomena to feed or reproduce.
STR 2d6+8
CON 2d6+10
SIZ 3d6+21
DEX 2d6+14
INT 2d6+6
POW 3d6
CHA 3d6-1
D20Hit locationArmor
01-06 Body 5
07-11 Right Wing 5
12-16 Left Wing 5
17-20 Head 5
Movement 6/15 Flying
Natural armor Yes

Non-random features

Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+30 Endurance CON+CON+35
Evade DEX+DEX+30 Perception INT+POW+35 Stealth DEX+INT+30
Willpower POW+POW+30

Custom skills

Flying STR+DEX+55

Combat styles

Smoky attack (Wing buffet, claws & bite)STR+DEX+35

Weapon options

1-handed weapons

Amount: 4
Bite (1)
Claws (1)
Wing buffet (1)
internal rend (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d6+2 L S - Bleed Y Y 4 7 head
Claws 1h-melee 1d6+2 M M - Bleed, Grip Y Y 0 0 body
Wing buffet 1h-melee 1d6+2 L L - Bash, Entangle Y Y 4 7 wing
internal rend 1h-melee 3d4 - T - no AP protection N Y 0 0 body