b'Inevitable, Zelekhut \n'b'  Family:   Inevitable  \n'b'  Large   construct  (inevitable),  lawful neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  110 (13d10+39)  Speed  50 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  16 (+3)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +7,  Wis  +6  Skills   Acrobatics  +5,  Athletics  +8,  Insight  +6,  Perception  +6,  Survival  +6  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  truesight 120 ft., passive  Perception  16  Languages  All  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The zelekhut\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b'  At will :  clairvoyance ,  hold person ,  locate creature ,  tongues  \n'b'  3/day :  hold monster  \n'b'  1/week :  geas  \n'b'\n'b'  Magic Resistance . The zelekhut has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . The zelekhut regains 10  hit points  at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The zelekhut makes two attacks with its chains. \n'b'  Chains .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) lightning damage. If the target is a creature, it must succeed on a DC 16  Strength  saving throw or be knocked  prone . \n'b'\n'b' ABOUT \n'b' Zelekhuts are bounty hunters and executioners all rolled into one. They seek out those beings who continually evade justice-either through active flight, or through power and station and bring law and justice to the multiverse\xe2\x80\x99s most notorious fugitives and criminals. \n'b' Ironically, while zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift a single hoof to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. \n'b' All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut\xe2\x80\x99s job to moralize, merely to track down those who seek to flee their punishment.'