Inevitable, Zelekhut
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)
- Speed
- 50 ft., fly 60 ft. (average)
- Init
- +9
- Melee
- 2 chains +17 (2d6+7 plus 1d6 electricity and trip)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +10
- CMB
- +18
- CMD
- 34 (38 vs. trip)
- Fort
- +10
- Ref
- +8
- Will
- +10
- DR
- 10/chaotic
- SR
- 20
- Defensive Abilities
- constructed
- Racial Modifiers
- +4 Perception, +4 Sense Motive
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.
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
Acrobatics +18 (+26 jump), Diplomacy +16, Fly +16, Perception +20, Sense Motive +20, Survival +16
- 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
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Clairaudience/Clairvoyance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimensional Anchor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fear (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Locate Creature (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mark Of Justice (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Geas, Lesser (Spell)House/Core — covered by the site's Section 15.
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