ZelekhutCR 9

Always LN Large Construct (Extraplanar, Lawful)

Init +0; Senses darkvision 60 ft., low-light vision; Listen +9, Spot +9

Languages Abyssal, Celestial, Infernal

AC 27, touch 9, flat-footed 27
(−1 size, +10 natural, +8 full plate armor)

hp 74 (8 HD); DR 10/chaotic; fast healing 5

SR 20

Fort +4, Ref +2, Will +5

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

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

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.