Large Construct (Inevitable), Lawful Neutral
Armor Class 15 (Natural Armor)
Hit Points 112 (15d10 + 30)
Speed 35 ft., fly 40 ft.
STR
21 (+5)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws CON +6, WIS +7, CHA +6
Skills Insight +7, Investigation +7, Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Celestial, Common, Infernal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Monster Tags: constructInevitable

Gnomarchy

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