Inevitable Pursuit. The zelekhut knows the distance to and direction of any creature it has marked as guilty, even if the creature and the zelekhut are on different planes of existence. If the creature being tracked by the zelekhut dies, the zelekhut knows.
Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.
Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.
Regeneration. The zelekhut regains 5 hit points at the start of its turn. The zelekhut dies only if it starts its turn with 0 hit points.
Unusual Nature. The zelekhut doesn’t require air, food, drink, or sleep.
Multiattack. The zelekhut makes two Spiked Chain attacks.
Spiked Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) force damage plus 7 (2d6) lightning damage, and the target is grappled (escape DC 17) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, takes 7 (2d6) force damage plus 7 (2d6) lightning damage at the start of each of its turns, and the zelekhut can't use this spiked chain on another target. The zelekhut has two spiked chains.
Spellcasting. The zelekhut casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: dispel magic, fear, hold person, locate creature
1/day: hold monster
Eye of the Law. The zelekhut can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.
Previous Versions
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6/1/2021 2:17:51 AM
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6/2/2021 11:02:48 PM
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6/7/2021 9:25:35 PM
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2/19/2022 8:56:20 PM
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2/20/2022 11:07:00 PM
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2/25/2022 2:45:14 AM
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7/4/2022 11:56:31 PM
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7/5/2022 1:36:25 AM
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