Large Construct, Lawful Neutral
Armor Class 18 (plate armor)
Hit Points 76 (8d10 + 32)
Speed 50 ft., fly 60 ft.
STR
21 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws STR +9, CON +8
Skills Insight +11, Investigation +8, Perception +7, Persuasion +6, Survival +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned, Stunned
Senses Darkvision 60 ft., Passive Perception 17
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. Charisma is the zelekhut's innate spellcasting ability (+6 to hit, spell save DC 14). It can cast the following spells innately, requiring no material components:
At Will: clairvoyance, dispel magic, fear, hold person, locate creature, true seeing
3/Day: hold monster
1/Day: geas

Regeneration. The zelekhut regains 5 hit points at the start of each of its turns, provided it has at least 1 hit point.

Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.

Magic Weapons. The zelekhut's spiked chains are treated as magical.

Spirited Charge. If the zelekhut moves at least 25 feet in a straight line while mounted and makes its first attack against a creature, it deals an additional 7 (2d6) slashing damage and 3 (1d6) with that attack.

Mark of Justice (3/Day). The zelekhut can spend 10 minutes to draw an indelible mark on a creature the zelekhut touches and states some behaviour on his or her part that will activate the subject. When activated, the mark curses the subject as if he or she were affected by a bestow curse spell. 

Actions

Multiattack. The zelekhut makes two attacks with its spiked chains or two Disarm attacks.

Spiked Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning damage.

Dimensional Anchor. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: The target is covered with a shimmering emerald field that completely blocks extradimensional travel for 1 hour or until the zelekhut loses its concentration (as if concentrating on a spell).

Disarm. The zelekhut makes a spiked chain attack contested by one target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the zelekhut wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The zelekhut has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the zelekhut, or disadvantage if it is smaller.

 

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 non-threatening—but when it is about to enter combat, it can cause two spiked chain to spring forth from its forearms (no action required). In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings also requires no action.

Once it has found its fugitive, a zelekhut uses its speed and its innate 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, shoving prone or disarming the foe as needed.

 

 

Oerlaf

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