Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The zelekhut’s innate spellcasting ability is Intelligence (spell save DC 16). The zelekhut can innately cast the following spell, requiring no material components.
At will: clairvoyance, dispel magic, fear, hold person, locate creature, true seeing
1/day each: geas, hold monster
Legendary Resistance (3/Day). If the zelekhut fails a saving throw, it can choose to succeed instead.
Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.
Traking. The zelekhut has advantage on Wisdom (Survival) checks.
Multiattack. The zelekhut makes two attacks with it's chain blade.
Chain Blade. Melee Weapon Attack: automatic hit, reach 15 ft., one target. Hit: 35 slashing damage, and the target must succeed a DC 21 Strength saving throw or be knocked prone and pulled over towards the zelekhut.
Description
The zelekhut looked much like a mechanical or clockwork centaur, but with skin as white as alabaster and clad in golden plate armor. A pair of golden metallic wings could unfold from its back when needed. Its voice was said to be as solemn as a judge's gavel.
These inevitables tracked down those that had escaped or denied justice and delivered them their rightful fate as it deemed appropriate. If that was death, it would calmly execute them without delay, preamble or ceremony. They worked alone.
CREDITS:
-imgur.com/gallery/rhRkC
-forgottenrealms.fandom.com/wiki/Zelekhut
-www.youtube.com/watch?v=B2wDhnrAXKk&ab_channel=MrRhexx
I'm not the best at balancing stats and all, so I had to do some research, and these sources helped me greatly!







-
View User Profile
-
Send Message
Posted Aug 13, 2021To any Pathfinder players out there who have used inevitables, what is your opinion on these stats?