Zelekhut (CR 9)

Large Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +0; Senses: Listen +9 and Spot +9
Languages: Abyssal, Celestial, Infernal, and the native language of their first target

AC: 27 (-1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27
Hit Dice: 8d10+30 (74 hp); DR: 10/chaotic
Fort +4, Ref +2, Will +5
Speed: 50 ft. (35 ft. in plate barding), fly 60 ft. (average) (fly 40 ft. [average] plate barding)
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Spike chain +10 melee
Full Attack: 2 spiked chains +10 melee
Damage: Spiked chain 2d4+5 and 1d6 electricity
Special Attacks/Actions: Spell-like abilities
Abilities: Str 21, Dex 11, Con -, Int 8, Wis 17, Cha 15
Special Qualities: SR 20, fast healing 5, construct
Feats: Great Fortitude; Flyby Attack; Spirited Charge
Skills: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, and Survival +3 (+5 following tracks)
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary
Treasure: None

Source: Monster Manual


Unless their very existence is threatened, inevitables focus completely on the transgressor they've been assigned to, ignoring other combatants completely. An inevitable might attack anyone who hinders its progress, but it won't tarry beyond the point where it can reengage its quarry. Inevitables take self-defense very seriously; anyone who attacks an inevitable with what the creature perceives as deadly force is met with deadly force in return.

Once it has found its fugitive, a zelekhut uses its maneuverability and spell-like abilities to cover the most likely escape routes. Then it immobilizes any defenders while protecting any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping and disarming the foe as needed. If the sentence is death, the zelekhut carries it out with little fuss or fanfare.

Spell-Like Abilities: At will - clairaudience/clairvoyance, dimensional anchor, dispel magic, fear, hold person, creature, true seeing; 3/day - hold monster, mark of justice; 1/week - lesser geas. These abilities are as the spells cast by an 8th-level sorcerer (save DC = 12 + spell level).

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Fast Healing (Ex): An inevitable heals a certain amount of damage each round as long as it has at least 1 hit point. However, damage dealt by blessed and chaotic weapons heals at the normal rate.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).