Zelekhut | CR 9 |
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Always LN Large Construct (Extraplanar, Lawful) Init +0; Senses darkvision 60 ft., low-light vision; Listen +9, Spot +9 Languages Abyssal, Celestial, Infernal |
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AC 27, touch 9, flat-footed 27 hp 74 (8 HD); DR 10/chaotic; fast healing 5 SR 20 Fort +4, Ref +2, Will +5 |
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Speed 35 ft., fly 40 ft. (average) Melee 2 spiked chains +10 (2d6+5 plus 1d6 electricity) Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +15 Atk Options Spirited Charge Spell-like Abilities (CL 8): At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing 3/day—hold monster (DC 17), mark of justice 1/week—lesser geas (DC 16) The save DCs are Charisma-based |
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Abilities Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15 SQ construct traits Feats Great Fortitude, Ride-by Attack, Spirited Charge Skills Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks) Advancement 9-16 HD (Large); 17-24 HD (Huge) Level adjustment +7 |
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Skills A zelekhut has a +4 racial bonus on Search and Sense Motive checks.
Feats Due to its centaur-like construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat. |