Time
Large construct, lawful neutral
Armor Class
19 (natural armor)
Hit Points
161 (17d10 + 68)
Speed
40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
15 (+2)
WIS
11 (+0)
CHA
10 (+0)
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
truesight 60 ft., passive Perception 14
Languages
all those of the creature who summoned it
Challenge
9 (5,000 XP)
The Law of Time. Enemies within 15 feet cannot take bonus actions or reactions.
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.
Time Is Inexorable (Recharge 6). At the end of the round, after all creatures have acted, Time takes another turn.
Actions
Multiattack. Time makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Haste (Recharge 5–6). Until the end of its next turn, Time magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.