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Zelekhut

Creature 9 — aeon, inevitable, monitor

Pre-Remaster content. May include legacy alignment.

FlankerCrasherLANDAERIALaeoninevitablemonitorlawful

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; darkvision, truesight 60 feet
Languages diabolic, empyrean, utopian; truespeech
Skills acrobatics +18, athletics +21, Axis Lore +15, diplomacy +16, survival +21 (+23 when Tracking)
Str
+6
Dex
+5
Con
+4
Int
+0
Wis
+3
Cha
+3
AC 28 Fort +17 Ref +20 Will +18 +1 status to all saves vs. magic
HP 160
Immunities death-effects, disease, emotion, poison, unconscious
Speed 40 feet, fly 40 feet

Offense

Melee Chain (lawful, magical, reach-10) +21, Damage 2d10+6 slashing plus 2d6 electricity plus 1d6 spirit plus Knockdown

Abilities

Truespeech — A zelekhut can speak with and understand any creature with a language.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
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
Divine Innate Spells DC 28, attack +18
6th True Seeing (Constant)
5th Locate
4th Clairaudience, Clairvoyance, Dimensional Anchor, Dispel Magic, Paralyze (×3)

WORKS WELL WITH

AnvilLANDA durable frontline anchors the party's attention while this ranges around with reach and flight to strike a second target.
SniperLAND / AERIALA ranged attacker finishes off a target left prone after the knockdown effect.
SnareLAND / AERIALA controller that keeps enemies grouped together lets the reach attack strike two separate targets in a single action.

PUNISHES

✖ clumping✖ low Fortitude✖ melee reliance
Avoid stacking with another highly mobile Flanker; redundant repositioning speed adds little beyond what one already provides.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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