Aeon, Zelekhut

Zelekhut Creature 9

LN Large Monitor Inevitable Aeon

Senses Perception +21; darkvision, true seeing

Languages Celestial, Infernal, 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.


AC 28; Fort +17, Ref +20, Will +18; +1 status to all saves vs. magic

HP 160; Immunities death effects, disease, emotion, poison, unconscious; Weaknesses chaotic 10

Attack of Opportunity [reaction]


Speed 40 feet, fly 40 feet

Melee [one-action] chain +21 (lawful, magical, reach +10 feet), Damage 2d10+6 slashing plus 2d6 electricity and 1d6 lawful plus Knockdown

Divine Innate Spells DC 28; 5th locate; 4th clairaudience, clairvoyance, dimensional anchor, dispel magic, paralyze (×3); Constant (6th) true seeing

Rituals DC 32; geas

Double Attack [two-actions] 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.

About

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.

The mandate of marut inevitables is similar to that of psychopomps. Generally, the practical psychopomps are content to let an unyielding marut complete its mission and swoop in afterward to ensure the work has been done, but occasionally, they may work together.

Section 15: Copyright Notice
Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.