Zelekhut
Construct · no Crown (Sacred)
T4d10Major
Inevitable law-bringers, zelekhut teleport to punish oath-breakers, chains binding souls.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 18 | +4 | d8 |
| Sense | 8 | -1 | -d3 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
Inevitable
Cannot be frightened or turned from its writ; immune to poison and disease; knows the location of its designated quarry at all times, on any plane. It ignores everyone but its quarry unless attacked, and if its quarry surrenders or the writ is fulfilled, it departs.
Maneuvers
Chains of Justice
Barbed chains lash out at one creature within 30 ft. The target makes a Fate save (DC 17); on a failure it takes 4 damage and is restrained (save ends), on a success it takes 1 Vigor damage.
Reactions
Unyielding Pursuit
When its quarry moves more than 30 ft away, the zelekhut teleports to within 5 ft of it; the quarry cannot teleport until the end of its next turn.
Tactics
GM tactics
Teleports directly to its quarry. Opens with Chains of Justice to restrain it, and Unyielding Pursuit closes off any escape by teleport. Ignores everyone else unless they interfere. Will not stop until justice is served or it is destroyed.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 16+ (Cunning 18).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.