Zelekhut
Creature 9 — aeon, inevitable, monitor
Pre-Remaster content. May include legacy alignment.
A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings adorning its back. Instead of hands, the zelekhut's arms end in long, barbed chains that crackle with electricity. Whether sent by the powers of Axis or summoned by mortal authorities, the zelekhut seeks out those who continually evade justice-either through active flight, or by abusing their power and station-so as to bring justice to the multiverse's
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +21
Skills acrobatics +18, athletics +21, diplomacy +16, survival +21
Str
+6
Dex
+5
Con
+4
Int
+0
Wis
+3
Cha
+3
AC 28
Fort +17
Ref +20
Will +18
HP 160
Immunities death-effects, disease, emotion, poison, unconscious
Speed 40 feet, fly 40 feet
Offense
Melee Chain +21, Damage 2d10+6 slashing plus 2d6 electricity plus 1d6 spirit
Abilities
Truespeech — A zelekhut can speak with and understand any creature with a language.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Attack of Opportunity — Attack Of Opportunity
Double Attack — The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the Knockdown action, it affects all creatures it hit with Double Attack.
Knockdown — Knockdown
Spells
True Seeing (Constant) (rank 6)
Locate (rank 5)
Clairaudience (rank 4)
Clairvoyance (rank 4)
Dimensional Anchor (rank 4)
Dispel Magic (rank 4)
Paralyze (rank 4)
Geas (rank 3)
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