Inevitable, Zelekhut
System: Pathfinder | SRD
Inevitable, Zelekhut
CR 9
LN
Outsider (extraplanar, inevitable, lawful)
Large
Init +9
;
Senses darkvision 60 ft., low-light vision, true seeing; Perception +20
Defense
AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, -1 size)
hp 115 (10d10+60); regeneration 5 (chaotic)
Fort +10
Ref +8
Will +10
DR 10/chaotic
SR 20
Offense
Speed 50 ft., fly 60 ft. (average)
Melee 2 chains +17 (2d6+7 plus 1d6 electricity and trip)
Space 10 ft.
;
Reach 10 ft.
CMB +18
CMD 34 (38 vs. trip)
Statistics
Str 25,
Dex 20,
Con 16,
Int 10,
Wis 17,
Cha 17
Base Atk +10
Feats Dodge, Improved Initiative, Mobility, Weapon Focus (chain), Vital Strike
Skills Acrobatics +18 (+26 jump), Diplomacy +16, Fly +16, Perception +20, Sense Motive +20, Survival +16
Languages truespeech
SQ chains
Special Abilities
Chains (Ex) A zelekhut's arms end in long lengths of barbed metal. These chains deal slashing damage and 1d6 points of electricity damage with each hit.
This creature looks like a mechanical centaur. Golden, clockwork wings sprout from its back, and its arms end in barbed chains.