CREATURE 9
Perception +21; darkvision, true seeing
Languages Celestial, Infernal, Utopian; truespeech
Skills Acrobatics +18, Athletics +21, Diplomacy +16, Feiri Lore +15, 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
HP 160; Immunities death; Weaknesses chaotic 10
Speed 40 feet, fly 40 feet
Melee 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 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.
Bestiary 2, page 9.
Open Zelekhut in the interactive creatures list or browse all creatures starting with Z.