Inevitable, Lhaksharut

Family: Inevitable

Large construct (inevitable), lawful neutral

Armor Class 20 (law and order)
Hit Points 210 (20d10 + 100)
Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 14 (+2) 11 (+0) 1 (-5)

Damage Immunities acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t 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)

SPECIAL TRAITS

  • Innate Spellcasting. The inevitable’s innate spellcasting ability is Intelligence (spell save DC 16). The inevitable can innately cast the following spell, requiring no material components.
  • Immutable Form. The inevitable is immune to any spell or effect that would alter its form.
  • Magic Resistance. The inevitable has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The inevitable’s weapon attacks are magical.
  • Legendary Resistance (3/day). If the inevitable fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The inevitable has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The inevitable uses Energy Bolt twice if available and makes two melee attacks.
  • Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
  • Spear. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
  • Energy Bolt (Recharges 5-6). The inevitable shoots an energy beam of acid, cold, fire, lightning, or thunder – its choice – 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.

ABOUT

A typical lhaksharut is a six-armed construct that appears to be made of a mix of metals and stone.

Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery—it 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’s in flight. Four of the construct’s arms end in functional hands that it normally uses to carry a mix of weapons. The lhaksharut’s lower two arms hold large, flaming metal spheres in their hands—it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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