Inevitable, Zelekhut

This creature looks like a mechanical centaur. Golden, clockwork wings sprout from its back, and its arms end in barbed chains.

Zelekhut CR 9

XP 6,400
LN Large outsider (extraplanar, inevitable, lawful)
Init +9; Senses darkvision 60 ft., low-light vision, true seeing; Perception +20

DEFENSE

AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, –1 size)
hp 115 (10d10+60); regeneration 5 (chaotic)
Fort +10, Ref +8, Will +10
Defensive Abilities constructed; DR 10/chaotic; SR 20

OFFENSE

Speed 50 ft., fly 60 ft. (average)
Melee 2 chains +17 (2d6+7 plus 1d6 electricity and trip)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th; concentration +13)

Constanttrue seeing
At willclairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 17), hold person (DC 16), locate creature
3/dayhold monster (DC 18), mark of justice
1/weeklesser geas (DC 16)

STATISTICS

Str 25, Dex 20, Con 16, Int 10, Wis 17, Cha 17
Base Atk +10; CMB +18; CMD 34 (38 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Weapon Focus (chain), Vital Strike
Skills Acrobatics +18 (+26 jump), Diplomacy +16, Fly +16, Perception +20, Sense Motive +20, Survival +16; Racial Modifiers +4 Perception, +4 Sense Motive
Languages truespeech
SQ chains

SPECIAL ABILITIES

Chains (Ex)

A zelekhut’s arms end in long lengths of barbed metal. These chains deal slashing damage and 1d6 points of electricity damage with each hit.

ECOLOGY

Environment any land (lawful plane)
Organization solitary
Treasure none

Zelekhuts are bounty hunters and executioners all rolled into one. They seek out those beings who continually evade justice—either through active flight, or through power and station—and bring law and justice to the multiverse’s most notorious fugitives and criminals.

Ironically, while zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift a single hoof to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut’s job to moralize, merely to track down those who seek to flee their punishment.

Variant: Zelekhut, Fallen (CR 9)

[Source]

This creature looks like a rusted mechanical centaur.

Corroded, clockwork wings sprout from its back, and its arms end in barbed chains. Fallen zelekhuts have betrayed the law and order they once embraced and now seek to help those beings who seek to evade justice. They do not care what law has been broken, whether minor infraction or horrific murder. It is not its job to moralize, merely to help criminals flee their punishment.

Alignment CN; this replaces a zelekhut’s LN.

Ensconce from Divination (Su)

A fallen zelekhut is completely immune to divination spells of any level, including discern location and even a wish or miracle spell used as a divination. Similar to mind blank, this effect provides foolproof protection against scrying and mind-reading attempts of any kind, and the fallen zelekhut cannot be seen with a spell like arcane eye. An invisible creature protected by this effect would also not be seen by see invisibility or true seeing spell.

This replaces a zelekhut’s true seeing spell-like ability.

Great Escape (Sp)

A fallen zelekhut can become invisible (as greater invisibility, a glamer) and move via a dimension door three times per day, and at the same time, an illusory double of the fallen zelekhut (as major image, a figment) appears superimposed perfectly over its body so that observers don’t notice an image appearing and it disappearing. It is then free to go elsewhere while it controls its illusionary double as a free action. The double appears where it teleported from but moves as the fallen zelekhut directs as a free action.

It and the figment can then move in different directions.

The double moves at the fallen zelekhut’s speed and can talk and gesture as if it were real, but it cannot attack, though it can pretend to do so. This effect lasts for 1 minute.

This replaces a zelekhut’s clairaudience/clairvoyance, dimensional anchor, and locate creature spell-like abilities.

True Freedom (Sp)

A fallen zelekhut has a constant freedom of movement effect and once per week can cast freedom.

This replaces a zelekhut’s hold person, hold monster, mark of justice, and lesser geas spell-like abilities.

Ward (Su)

A fallen zelekhut has a specific ward—a creature or object which it assists in escaping justice and the law. The fallen zelekhut’s supernatural and spell-like abilities also benefit its ward if it is within 60 ft.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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