D20:Zelekhut Creature
[top]ZELEKHUT
CR 9 | ||
---|---|---|
HP 74, hd8d10+30 Initiative +0AC 27 (?1 size, +10 natural, +8 plate barding), touch 9, flat-fooded 27 Fort +4, Ref +2, Will +5 Speed 35 ft. in plate barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base speed 50 ft., fly 60 ft. (average) Spot , Listen | ||
Standard attacks BAB +6, Grapple +15 | ||
Attacks | ||
Full attack: 2 spiked chains +10 melee (2d6+5 plus 1d6 electricity) | ||
Special Attacks/Qualities | ||
Spell-like abilities | ||
Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20 | ||
Skills Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks) | ||
Feats Great Fortitude, Ride-By Attack, Spirited Charge | ||
Str 21 Con ? Dex 11 Int 10 Wis 17 Cha 15 | ||
Alignment Always lawful neutral, Environment A lawful-aligned plane, Organisation Solitary |
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 chains to spring forth from its forearms as a free action. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings is also a free action.
[top]COMBAT
Once it has found its fugitive, a zelekhut uses its speed and its spell-like abilities 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, tripping or disarming the foe as needed.
A zelekhut?s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will?clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing; 3/day?hold monster (DC 17), mark of justice; 1/week? lesser geas (DC 16). Caster level 8th. The save DCs are Charisma-based.
Skills: A zelekhut has a +4 racial bonus on Search and Sense Motive checks.
Feats: Due to its centaur-like construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat.
System Reference Document -> List of Creatures (SRD)
A zelekhut?s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will?clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing; 3/day?hold monster (DC 17), mark of justice; 1/week? lesser geas (DC 16). Caster level 8th. The save DCs are Charisma-based.
Skills: A zelekhut has a +4 racial bonus on Search and Sense Motive checks.
Feats: Due to its centaur-like construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat.
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Construct Type | CR9 | Creature | D20 | Extraplanar Subtype | Inevitable | LA7 | Large Size | Lawful-Aligned Plane | Lawful Alignment | Lawful Subtype | Neutral Alignment | SRD
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 7,504 Views |
, 05-20-2007 at 10:22 AM
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