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.
Legendary Resistance (3/Day): If Zeep-zap the gate guardian fails a saving throw, it can choose to succeed instead.
Spellcasting. Zeep Zap The Gate Guardian is a 6th level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 17, +8 to hit with spell attacks). Zeep Zap The Gate Guardian has following [Wizard] spells prepared:
Cantrips (at will): fire bolt, acid splash
1st level (4 slots): grease , burning hands
2nd level(4slots): Scorching ray, Misty step
3rd level(3slots): Counterspell, Lightning bolt
4th level(3slots): fire shield, polymorph
5th level(2 slots): conjure elemental ,Geas
6th level(1 slot): Eyebite
Multi attack: the Gate Guardian can make four melee attacks, cast a spell before making three melee attacks or ranged attacks, or make two ranged attacks before making two melee attacks.
Talon swipe. magic dagger attack: +14 to hit, reach 5 ft., 1 target. on Hit: (3d6 + 3) [slashing] damage and (3d6+6) [piercing] damage)
Spit fire. Ranged Weapon Attack: +12 to hit, range 15/30 ft., 1 target. Hit: (1d10 + 6) [fire] damage and 1d10+6 [bludgeoning] damage
As a bonus action the gate guardian may attempt to cover itself more with its wings, increasing its ac by 2 until its next turn, but putting it at disadvantage on dexterity checks until its next turn.
Frightening roar. The gate guardian releases a feral roar in an attempt to intimidate any who oppose it. all creatures currently engaged in combat with the gate guardian must succeed on a dc 16 wisdom saving throw or be frightened. this save can be repeated after a failure by a player at the start of that players turn.
Can take 3 Legendary actions choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Forced regeneration (Costs 1 Action): The gate guardian is able to heal itself from massive injures at will. it can do this a total of three times before it needs a long rest The gate guardian heals itself for 6d10 health with a minimum of 30 points.
Counter spell (costs 3 actions) : The gate guardian counters a spell that targets them directly.
Defensive Gust (costs 2 actions) : The gate guardian beat's their wings, all creatures in front of them must pass a dc 23 dexterity save as magical winds blow them back 30 feet. on a success creatures are knocked prone in place.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The giant red devil has flames instead of eyes and wings covered in hard scales that make it difficult to damage.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
I realize now I forgot to change the traits I "took" from the stone golem, but just know, it is a fiend, not a golem