b'Devil, Cecum \n'b'  Family:   Devils  \n'b'  Medium   fiend ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  189 (18d8 + 108)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  23 (+6)  CON:  22 (+6)  INT:  21 (+5)  WIS:  18 (+4)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +12,  Con  +12,  Cha  +13  Skills   Arcana  +11,  Deception  +13,  Insight  +10,  Perception  +10,  Persuasion  +13,  Stealth  +12  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  fire, poison, psychic  Condition Immunities   charmed ,  poisoned   Senses   darkvision  120 ft., passive  Perception  19  Languages  Abyssal, Celestial, Common, Infernal, telepathy 120 ft.  Challenge  17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the cecum devil\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The cecum devil has advantage on saving throws against spells and other magical effects. \n'b'  Multiple Heads . The cecum devil has six heads. As long as it has more than one head, the devil has advantage on saving throws against being blinded, deafened, frightened, stunned, and knocked unconscious. Whenever the cecum devil takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the devil dies. At the end of its turn, it grows one head for each of its heads that died since its last turn unless it has taken acid damage since its last turn. The devil regains 15  hit points  for each head regrown in this way. \n'b'  Personal Pocket Dimension . The cecum devil can move to and from its pocket dimension as a bonus action. While attacking from its pocket dimension, it has advantage on attack rolls, and other creatures have disadvantage on saving throws against spells and effects originating from it. If the devil dies, its pocket dimension collapses, instantly transporting each other creature to the location from which it originally accessed the dimension. \n'b'  Innate Spellcasting . The cecum devil\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 20). The devil can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  charm person ,  enthrall  \n'b'  1/day :  dominate person  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cecum devil makes a bite attack with each of its heads. It can instead replace a bite attack with an eye beam attack with up to half of its heads (rounded down). \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 19  Constitution  saving throw or be  poisoned  for 1 minute. While  poisoned  in this way, the creature has disadvantage on saving throws against spells and abilities that inflict the  charmed  condition. The  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Dimensional Shunt (Recharges after a Short or Long Rest) . The cecum devil opens a portal to its pocket dimension, and a willing creature or one  charmed  by the cecum devil uses its  reaction  to move through the portal. The portal remains open for 1 minute. A creature can find the entrance to the devil\xe2\x80\x99s pocket dimension with a successful DC 19  Intelligence  ( Arcana ) check. \n'b'  Eye Beam . The cecum devil fires a beam of energy at a creature it can see within 90 feet of it. The targeted creature must make a DC 19  Dexterity  saving throw, taking 27 (6d8) psychic damage on a failed save or half as much damage on a successful one. The devil can use one of its eye beams to instead target a creature with a  charm person  spell. \n'b'\n'b' ABOUT \n'b' A tall, exquisitely robed figure glides silently forward, hand outstretched, beckoning. You\xe2\x80\x99ve never seen anything so flawless, so sensuously beautiful, as that elegantly gesturing hand. \n'b' You step forward, your comrades\xe2\x80\x99 muffled warnings distant and childlike. There\xe2\x80\x99s no horror when the hood falls back, only cold, reptilian perfection-six, jewel-eyed viper heads gleam and sway hypnotically atop writhing, serpentine necks. Blissfully you reach out your hand\xe2\x80\xa6 \n'b'\n'b'  Personal Demesne . A cecum devil has access to a pocket dimension large enough to fit a mansion and a quarter acre of grounds outside the purview of Hell. The devil keeps its home away from home well?appointed and stores its favorite treasures as well as its mortal captives here. \n'b'  Hostage Takers . Usually at the behest of archdevils, cecum devils use their coercive abilities to collect high-profile targets, granting their employers leverage on bargains with mortals. A few cecum devils quietly apply this kidnapping scheme to build their own power base. \n'b'  Hydra Affinity . Cecum devils closely guard the secret of the physical similarities between them and hydras. They often entice lesser creatures to live in their pocket dimensions while allowing the hydras to hunt hostages who no longer have use or whatever prey the devils think might prove a challenge to their \xe2\x80\x9cpets.\xe2\x80\x9d'