Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
Divine Innate Spells
DC 28; 5th locate; 4th clairaudience, clairvoyance, dimensional anchor, dispel magic, paralyze (×3); Constant (6th) true seeing
Ability
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.
Ability
Rituals
DC 32; 3rd geas
Ability
Truespeech
A zelekhut can speak with and understand any creature with a language.
Offense
Melee
Circumstance: combat round (melee)
chain +21 [+16/+11] (lawful, magical, reach 10 feet), Damage 2d10+6 slashing plus 2d6 electricity and 1d6 lawful plus Knockdown
Trait
Aeon
These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.
Trait
Inevitable
These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.
Trait
Monitor
Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
death effects
disease
emotion
poison
unconscious
Language
Celestial
Infernal
truespeech
Utopian
Perception
darkvision
true seeing
Weakness
chaotic 10