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.

large
construct
cr9
strongholds-and-followers