Inevitable, Zelekhut

Family: Inevitable

Large construct (inevitable), lawful neutral

Armor Class 16 (natural armor)
Hit Points 110 (13d10+39)
Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 10 (+0) 15 (+2) 18 (+4)

Saving Throws Con +7, Wis +6
Skills Acrobatics +5, Athletics +8, Insight +6, Perception +6, Survival +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 16
Languages All
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The zelekhut’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components.
  • Magic Resistance. The zelekhut has advantage on saving throws against spells and other magical effects.
  • Regeneration. The zelekhut regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

  • Multiattack. The zelekhut makes two attacks with its chains.
  • Chains. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) lightning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

ABOUT

Zelekhuts are bounty hunters and executioners all rolled into one. They seek out those beings who continually evade justice-either through active flight, or through power and station and bring law and justice to the multiverse’s most notorious fugitives and criminals.

Ironically, while zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift a single hoof to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler.

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 track down those who seek to flee their punishment.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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