Fate
Medium construct, lawful neutral
Armor Class
19 (natural armor)
Hit Points
136 (16d8 + 64)
Speed
40 ft., fly 30 ft. (hover)
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
15 (+2)
WIS
14 (+2)
CHA
10 (+0)
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
truesight 60 ft., passive Perception 15
Languages
all those of the creature who summoned it
Challenge
8 (3,900 XP)
The Law of Fate. Fate does not make attack rolls, always using a 12 as its result (before applying bonuses) and cannot be affected by advantage or disadvantage. Fate does not roll damage, instead always taking the average result, though damage dice are listed so the average can be calculated.
Chaos Vulnerability. The Inexorables have disadvantage on all saving throws against spells.
Inexorable. The Inexorables are immune to any effects that would slow them or deny them actions or movement.
Actions
Multiattack. Fate makes three slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
The Destiny Light (Recharge 5–6). Fate fires a beam of Destiny Light at a target it can see within 60 feet. The target must make a DC 13 Constitution saving throw. On a failed save, it takes 36 (8d8) necrotic damage, and it only deals average damage and uses 10 for its attack rolls (before bonuses) for the next 10 minutes. On a successful save, it takes half as much damage, and its attack and damage rolls are not affected.