Name | Call the Hunter | School | Conjuration |
---|---|---|---|
Spell Level | 8 | Range | 90 feet |
Casting Time | 1 minute | Duration | Up to 10 minutes |
Components | V, S | Materials | None |
Ritual | No | Concentration | Yes |
Description | |||
You detach a portion of your soul to become the
embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at
your commands for the duration, so long as those
commands are consistent with its desire to punish
wrongdoers. You may give the creature commands as
a bonus action; it acts either immediately before or
after you.
SUMMONED ZELEKHUT Medium construct, lawful good Armor Class 19 (natural armor) Hit Points 82 (11d8 + 33) Speedfly 40 ft. STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 15 (+2) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhausted, frightened, paralyzed, petriied, poisoned Senses passive Perception 13 Languages Celestial, Common Challenge 7 (2,900 XP) Magic Resistance The zelekhut has advantage on saving throws against spells and other magical effects. Actions Multiattack The zelekhut makes two spiked chain attacks. Spiked Chain Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) lightning damage. |