columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 2"
name: "Zelekhut"
level: "Creature 9"
 
alignment: ""
size: "Large"
trait_01: [[aeon]]
trait_02: [[inevitable]]
trait_03: [[lawful]]
trait_04: [[monitor]]
modifier: 21
perception:
  - name: "Perception"
    desc: "+21; Darkvision, Truesight"
languages: "Diabolic, Empyrean, Utopian; truespeech"
skills:
  - name: "Skills"
    desc: "Acrobatics: +18, Athletics: +21, Diplomacy: +16, Survival: +21, Axis Lore: +15"
abilityMods: [6, 5, 4, 0, 3, 3]
speed: 40 feet,  fly 40 feet
sourcebook: "_Pathfinder Bestiary 2_"
ac: 28
armorclass:
  - name: AC
    desc: "28; __Fort__ +17, __Ref__ +20, __Will__ +18; +1 status to all saves vs. magic"
hp: 160
health:
  - name: ""
  - name: HP
    desc: "160; __Immunities__  death effects,  disease,  emotion,  poison,  unconscious"
abilities_top:
  - name: ""
 
  - name: "Truespeech"
    desc: "  A zelekhut can speak with and understand any creature with a language."
 
  - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
    desc: "  A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
 
abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
    desc: "`pf2:r`  **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Chain"
    desc: "+21 (magical, reach 10 feet)\n__Damage__  2d10 + 6 slashing plus knockdown 2d6 electricity plus knockdown 1d6 spirit plus knockdown"
 
  - name: "Divine Innate Spells"
    desc: "DC 28, attack +18; __5th __  _[[Spells/Locate|Locate]]_; __4th __  _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Paralyze|Paralyze (x3)]]_\n__Constant__  __(6th)__ _[[Spells/Truesight|True Seeing]]_"
 
  - name: "Rituals"
    desc: "_Geas_"
 
  - name: "Double Attack"
    desc: "`pf2:2`  The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the [[Bestiary Ability Glossary/Knockdown|Knockdown]] action, it affects all creatures it hit with Double Attack."
 
  - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
    desc: "`pf2:1`  **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
 
name: Zelekhut
creatures:
  - 1: Zelekhut

A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings adorning its back. Instead of hands, the zelekhut’s arms end in long, barbed chains that crackle with electricity. Whether sent by the powers of Axis or summoned by mortal authorities, the zelekhut seeks out those who continually evade justice-either through active flight, or by abusing their power and station-so as to bring justice to the multiverse’s most notorious fugitives and criminals. Indeed, many a zelekhut’s quarry are as famous for their ability to evade capture as for the crimes they commit.

Though the zelekhut is implacable and unrelenting in enforcing sentences, it does not pass judgments of its own or take the initiative in pursuing targets of opportunity. While hunting a condemned serial killer or notorious thief across half a dozen planes, the zelekhut wouldn’t shift a single hoof to capture a corrupt ruler whose offenses are far greater. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut’s job to moralize, merely to obey its rightful assignments and track down those who seek to flee their punishment.