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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

DEFENSE

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

OFFENSE

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)

STATISTICS

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

SPECIAL ABILITIES

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.