b'Inevitable, Lhaksharut \n'b'  Family:   Inevitable  \n'b'  Large   construct  (inevitable),  lawful neutral  \n'b'  Armor Class  20 (law and order)  Hit Points  210 (20d10 + 100)  Speed  0 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX:  9 (-1)  CON:  20 (+5)  INT:  14 (+2)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  darkvision 120 ft., passive  Perception  10  Languages  all but rarely speaks  Challenge  20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The inevitable\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 16). The inevitable can innately cast the following spell, requiring no material components.\n'b'\n'b'\n'b'  At will :  plane shift  (self only) \n'b'\n'b'  Immutable Form . The inevitable is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The inevitable\xe2\x80\x99s weapon attacks are magical. \n'b'  Legendary Resistance (3/day) . If the inevitable fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The inevitable uses Energy Bolt twice if available and makes two  melee attacks . \n'b'  Slam .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 20 (3d8 + 7) bludgeoning damage. \n'b'  Spear .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 23 (3d10 + 7) piercing damage. \n'b'  Energy Bolt (Recharges 5-6) . The inevitable shoots an energy beam of acid, cold, fire, lightning, or thunder \xe2\x80\x93 its choice \xe2\x80\x93 up to 100 feet away. The targeted creature must make a DC 19  Dexterity  saving throw, taking 45 (10d8) energy damage on a failed save, or half as much damage on a successful one. This  attack  may be used once per round and then can be used a second time if the recharge roll is equal to 5 or 6. \n'b'\n'b' ABOUT \n'b' A typical lhaksharut is a six-armed construct that appears to be made of a mix of metals and stone. \n'b' Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery\xe2\x80\x94it is this whirling machine that grants the lhaksharut the ability to fly. Though a lhaksharut has huge, metal wings, they serve as little more than stabilizers when it\xe2\x80\x99s in flight. Four of the construct\xe2\x80\x99s arms end in functional hands that it normally uses to carry a mix of weapons. The lhaksharut\xe2\x80\x99s lower two arms hold large, flaming metal spheres in their hands\xe2\x80\x94it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes.'