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From Pathfinder Bestiary 2, which isn't enabled.

Zelekhut

CREATURE 9

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.


Perception +21; darkvision, truesight 60 feet
Languages Diabolic, Empyrean, Utopian; truespeech
Skills Acrobatics +18, Athletics +21, Axis Lore +15, Diplomacy +16, Survival +21 (+23 when Tracking)
Str +6, Dex +5, Con +4, Int +0, Wis +3, Cha +3
Truespeech

A zelekhut can speak with and understand any creature with a language.

Constant Spells

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.


AC 28; Fort +17, Ref +20, Will +18; +1 status to all saves vs. magic
HP 160; Immunities death effects, disease, emotion, poison, unconscious
+1 Status to All Saves vs. Magic
Attack of Opportunity

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.

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.


Speed 40 feet, fly 40 feet
Melee Chain +21 (lawful, magical, reach 10), Damage 2d10+6 slashing plus 2d6 electricity plus 1d6 spirit plus Knockdown
Divine Innate Spells DC 28, attack +18; 5th Locate; 4th Clairaudience, Clairvoyance, Dimensional Anchor, Dispel Magic, Paralyze (×3); Constant (6th) True Seeing
Rituals 3rd Geas
Double Attack

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 Knockdown action, it affects all creatures it hit with Double Attack.

Knockdown

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry

Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Pathfinder Bestiary 2OGL