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.