b'Devil, Automata \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  168 (16d10 + 80)  Speed  40 ft.\n'b' STATS STR: 24 (+7) DEX:  17 (+3)  CON:  20 (+5)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +11,  Dex  +7,  Wis  +6,  Cha  +8  Skills   Athletics  +11,  Intimidation  +8  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  12  Languages  Common, Infernal, telepathy 120 ft.  Challenge  10 (5,900 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision. \n'b'  Fear Aura . A creature that starts its turn within 10 feet of the automata devil must succeed on a DC 17  Wisdom  saving throw or become  frightened  until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil\xe2\x80\x99s Fear Aura for 24 hours. \n'b'  Magic Resistance . The automata devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The automata devil makes one Bite  attack , one Whip  attack , and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 18 (2d10 + 7) slashing damage. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 16 (2d8 + 7) slashing damage. \n'b'  Whip .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 12 (2d4 + 7) slashing damage, and the target is  grappled  (escape DC 17). The automata devil has two whips, each of which can grapple only one target. \n'b'  Shredding Maw . One creature  grappled  by the automata devil is pulled up to 10 feet toward the devil\xe2\x80\x99s central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a DC 17  Strength  saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b'  Teleport . The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' A nightmare wrapped in chains and held together by cutting cogs and whirring gears, this fiend howls like a hurricane in battle. \n'b'  Guards and Overseers . Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories. \n'b'  Pierced by Chain and Wire . This slender creature\xe2\x80\x99s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror\xe2\x80\x99s eyelids\xe2\x80\x94both front and back pairs\xe2\x80\x94are sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders. \n'b'  Coiled Metal Whips . The creature\xe2\x80\x99s head is a dark mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature\xe2\x80\x99s stomach opens up like a second mouth, lined with tooth-like spines.'