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


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


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)

Constant—true seeing
At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 17), hold person (DC 16), locate creature
3/day—hold monster (DC 18), mark of justice
1/week—lesser geas (DC 16)


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


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.


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.

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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