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.