Large Construct, Lawful Neutral
Armor Class 15 (Natural Armor)
Hit Points 94 (11d8 + 44)
Speed 40 ft., fly 50 ft.
STR
22 (+6)
DEX
11 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws WIS +8, CHA +6
Skills Insight +8, Investigation +4, Perception +8, Persuasion +6, Survival +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Senses Darkvision 60 ft., Truesight 30, Passive Perception 18
Languages Abyssal, Celestial, Infernal, Modron, Primordial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Immutable Form. Zelekhut is immune to any spell or effect that would alter its form.
Magic Resistance. Zelekhut has advantage on saving throws against spells and other magical effects.
Magic Weapons. Zelekhut's weapon attacks are magical.

Regeneration. The clockwork mechanism that gives life to Zelekhut magically repairs itself. As long as Zelekhut has at least 1 hit point, it regains 10 hit points at the start of each of each of its turns.

Compass of Mechanus. As long as Zelekhut is not unconscious or incapacitated, Zelekhut can always discern the plane of existence of its target, and the severity of its target's transgressions. While on the same plane of existence, Zelekhut can discern the exact direction and its distance of his target. Zelekhut's internal sensor is superior to the magic of most mortals, can only be blocked by a Mind Blank spell, Or Similar magic. If Zelekhut is reduced to 0 hit points, or is destroyed, another Zelekhut will know, and continue it's mission.

Innate spellcasting: Zelekhut knows the following spells and can cast them innately without the use of components or focus. The DC of those spells is 15, and their spell attack is +8.

At Will: Clairvoyance, Fear, hold person.

3/short rest: Hold Monster, Dispel Magic.

1/short rest: Freedom of Movement, 

1/long rest: Geas (as a 7th level spell) 

Actions

Multiattack.  Zelekhut makes two attacks with each of it's Spiked chains.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) bludgeoning damage, plus 3 (1d6) electricity damage.

Spiked Chain. Melee Weapon Attack: +10 to hit, reach 10 ft., One Target. Hit: 11 (2d4+6) bludgeoning damage, plus 5 (1d10) electricity damage. a target hit with this attack is also Grappled.


 

Reactions

Planar Shackle (Recharge 6). Zelekhut targets one creature it can see within 60 feet of it, that is trying to teleport, be teleported, or leave the plane of existence it is on. The target must make a DC 15 Charisma saving throw against this effect. On a failed save, the creature is not transported, and cannot leave it's plane of existence for 1 hour. A target can repeat the saving throw after every 10 minutes that it is affected, ending the effect on itself on a success.

PrinceZahn