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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.

Paizo Core


This content is from
the Paizo Core Rules.

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