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 Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: clairvoyance, dispel magic, fear, hold person, locate creature
1/day each: geas, hold monster
Faultless Tracker. 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.
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.
Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.
Magic Weapons. The zelekhut's weapon attacks are magical.
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) slashing 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 and takes 7 (2d6) piercing damage plus 7 (2d6) lightning damage at the start of each of its turns. The zelekhut has two spiked chains, each of which can grapple one target.
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. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back.
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