Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 190 (19d10 + 85)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 6) slashing damage. The target is grappled (escape DC 18) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-­edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Legendary Actions

The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Golem regains spent legendary actions at the start of its turn.

Chain. The Golem makes a single chain attack on a ungrappled creature in reach

Engulf. (Costs 2 Actions). If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be engulfed by chains. A engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the chains, and it takes 7 (2d6) piercing damage at the start of each of the Golems turns.

If the Golem takes 30 damage or more on a single turn from a creature inside it, the Golem must succeed on a DC 21 Constitution saving throw at the end of that turn or release all engulfed or, which fall prone in a space within 10 feet of the Golem. If the Golem dies, a engulfed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Imprison (Costs 1 Actions).  One Engulfed creature is imprisoned somewhere within the prison

Lair and Lair Actions

Call for Help. roll 1d4 and summon that many animated armors from the remaining sodiers

johnrich

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