Author Topic: Zelekhut  (Read 764 times)

oslecamo

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Zelekhut
« on: June 26, 2017, 01:37:17 AM »
Zelekhut


Table: Zelekhut   HD: d10
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Skill Points:2+Int modifier / level (x4 at 1st level). Class Skills: Listen, Search, Sense Motive, Spot, Survival.

Proficiencies: Spiked chains

Features:
Body of Law: A Zelekhut loses all other racial bonuses and gains Construct traits, with all of their penalties and disadvantages (except for the extra HP):
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The Zelekhut is a medium sized construct with base speed of 30’. It has a centaur-like body, which allows him to qualify for feats as if it had the mounted combat feat, and to count as riding a mount whenever it would be beneficial, like the spirited charge feat.

It also gains a bonus to its Nat armor equal to his Cha modifier. Finally it gains +1 HP per HD beginning at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Judgment chains: A Zelekhut can spring forth two spiked chains from his arms as a full round action, and put them back inside his arms also as a full round action. He takes no penalty attacking with both chains at the same time. Those chains can be enchanted as normal weapons. The Zelekhut also can "upgrade" his chains to special materials like adamantine by paying the appropriate amount of gold.

When it reaches 3 HD it can spring forth/retrieve the chains as a standard action and the chains count as masterwork.

When it reaches 6 HD it can spring forth/retrieve the chains as a move action and they gain a +1 enhancement bonus to attack and damage rolls.

When it reaches 9 HD it can spring forth/retrieve the chains as a swift action and they gain the shocking property.

Inevitable: The Zelekhut gains fast healing equal to half its HD, which is bypassed by chaotic attacks. The Zelekhut also gains the [lawful] subtype and any weapons it wields count as lawful aligned for purposes of bypassing DR.

The Zelekhut also adds half its HD to all search and sense motive checks it makes.

Mechanus Blessing: The Zelekhut gains access to some spell-like abilities at the levels dictated above. Save DCs are 10+1/2HD+Cha mod, and CL=HD
   Lesser: Clairaudience/Clairvoyance and Dimensional Anchor as SLAs once per day for each HD it possesses.
   Greater: Fear and Dispel Magic as SLAs once per day for each HD it possesses. At 10 HD, its Dispel Magic SLA is replaced by Greater Dispel Magic an equal number of times per day.
   Advanced: Hold Monster, Mark of Justice and True Seeing as SLAs once per day for every 2 HD it possesses. In addition, it can now use Lesser Geas once per week for every 5HD it has.
   Superior: Hold Person and Locate Creature as SLAs once per day for each HD it possesses. In addition, the Zelekhut's SLAs can now affect opponents with immunity to mind-affecting and/or divination effects, although those gain a +5 bonus on their saves.

Restrain: If the Zelekhut hits an opponent with one of his chains, he may make it warp around the target and entangle it, inflicting a -4 penalty to Dex, -2 penalty on attack rolls and making it unable to use any movement speeds. The restrained creature can break free by either beating the Zelekhut in an opposed Strength check as a standard action, or with an escape artist check with DC 10+1/2HD+Str mod. The Zelekhut cannot attack with a chain which is restraining an opponent, but can move at half speed dragging the restrained target, and can also use his own SLAs as normal, and the target can still attack. If both chains are used to restrain a single opponent, that opponent cannot take any actions other than trying to break free, with both DCs increasing by +4.

Ability Increase: At 3rd, 5th, 7th and 9th level the Zelekhut gains a permanent +1 to Cha, and he gains +1 to Str at all levels except first, in which it gains +2, for a total of +10 Strength and +4 Charisma at 9th level.

Wings: The Zelekhut can now spring forth/retrieve wings from his back which allow him to fly at speed 40 feet (average maneuverability).

Growth: The Zelekhut grows one size category, and gains all the bonus and penalties listed here. His base speed also increases to 50 feet and his fly speed increases to 60 feet.

Enforcer Armor: The Zelekhut gains DR/chaotic equal to half his HD and SR equal to 11+his HD.


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