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.

medium
construct
cr8
strongholds-and-followers