Antimagic Susceptibility. The zelekhut is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the zelekhut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Chaos Bane. Chaotic-aligned creatures have disadvantage on attack rolls against the zelekhut and saving throws cast by the zelekhut's spells.
Innate Spellcasting. The zelekhut's spellcasting ability is Charisma (spell save DC 14). The zelekhut can innately cast the following spells, requiring no material components:
At will: clairvoyance, detect magic, dispel magic, hold person, locate object, zone of truth
1/day each: branding smite (at fifth level), find the path, geas, haste, staggering smite (at fifth level), thunderous smite (at fifth level), true seeing
Unerring Hunter. The zelekhut knows the distance to and direction of any creature against which it seeks justice, even if the creature and the zelekhut are on different planes of existence. If the creature being tracked by the zelekhut dies, the revenant knows. The zelekhut must have touched an official decree ordering for its target to be lawfully hunted down, though rogue zelekhuts needs only a creature's name and general description.
Multiattack. The armor makes two spiked chain attacks.
Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) lightning damage. A creature hit with two Spiked Chain attacks in one turn takes an additional 14 (4d6) lightning damage and must make a DC 16 Constitution saving throw or be stunned until the end of the zelekhut's next turn.
Description
Zelekhuts are charged with hunting down those who would deny justice—especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.
A zelekhut may initially appear rather nonthreatening—but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms as a free action. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings is also a free action.
Once it has found its fugitive, a zelekhut uses its speed and its spells to cover the most likely escape routes. Then it immobilizes any defenders while attempting to protect any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping or disarming the foe as needed. If the sentence is death, the zelekhut carries it out with little fuss or fanfare.







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