Nature

Large construct, lawful neutral

Armor Class

20 (natural armor)

Hit Points

190 (20d10 + 80)

Speed

40 ft.

STR

20 (+5)

DEX

11 (+0)

CON

18 (+4)

INT

15 (+2)

WIS

18 (+4)

CHA

20 (+5)

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

truesight 60 ft., passive Perception 14

Saving Throws

Str +9, Dex +4, Con +8, Wis +8, Cha +9

Languages

all those of the creature who summoned it

Challenge

10 (5,900 XP)

The Law of Nature. Allies within 20 feet have advantage on all saving throws.

Inexorable. The Inexorables are immune to any effects that would slow them or deny them actions or movement.

Innate Spellcasting. Nature’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • 3/day: banishment, counterspell

By Will Alone. As a reaction to missing an attack, Nature makes a DC 15 Wisdom saving throw. On a successful save, the original attack is successful.

Actions

Multiattack. Nature makes two slam attacks or makes one slam attack and casts banishment.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage.

large
construct
cr10
strongholds-and-followers