Library / Bestiary

Inevitable, Zelekhut

CR 9.00 Outsider LN Large HD 10
This creature looks like a mechanical centaur. Golden, clockwork wings sprout from its back, and its arms end in barbed chains.

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.

HP
115 (10d10+60); regeneration 5 (chaotic)
AC
24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, -1 size)
Init
+9
Speed
50 ft., fly 60 ft. (average)
Fort
+10
Ref
+8
Will
+10
BAB
+10
CMB
+18
CMD
34 (38 vs. trip)
Melee
2 chains +17 (2d6+7 plus 1d6 electricity and trip)
Space
10 ft.
Reach
10 ft.
DR
10/chaotic
SR
20
Defensive Abilities
constructed
Racial Modifiers
+4 Perception, +4 Sense Motive
str
25
+7
dex
20
+5
con
16
+3
int
10
+0
wis
17
+3
cha
17
+3

Weapons: Martial, Simple

Chains — 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.

Universal Monster Rules

Trip (chains) Ex from Universal Monster Rule
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Special Abilities

Chains from text
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.
Constructed from text

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Focus (chain) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +18 (+26 jump), Diplomacy +16, Fly +16, Perception +20, Sense Motive +20, Survival +16

spell-like abilities:
Constant—True Seeing (DC 19), At will—Clairaudience/Clairvoyance, At will—Dimensional Anchor, At will—Dispel Magic, At will—Fear (DC 17), At will—Hold Person (DC 16), At will—Locate Creature, 3/day—Hold Monster, 3/day—Mark Of Justice, 1/week—Geas, Lesser (DC 17)
Details
Type
Outsider
Alignment
LN
Size
Large
Environment
any land (lawful plane)
Organization
solitary
Treasure
none
Senses
darkvision 60 ft., low-light vision, true seeing; Perception +20
Languages
truespeech
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Clairaudience/Clairvoyance (Spell) — core content under OGL 1.0a
  • Knows spell: Dimensional Anchor (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Person (Spell) — core content under OGL 1.0a
  • Knows spell: Locate Creature (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Mark Of Justice (Spell) — core content under OGL 1.0a
  • Knows spell: Geas, Lesser (Spell) — core content under OGL 1.0a
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