Devil, Cecum

Family: Devils

Medium fiend, lawful evil

Armor Class 17 (natural armor)
Hit Points 189 (18d8 + 108)
Speed 30 ft.

19 (+4) 23 (+6) 22 (+6) 21 (+5) 18 (+4) 24 (+7)

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’t 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)


  • Devil’s Sight. Magical darkness doesn’t impede the cecum devil’s darkvision.
  • Magic Resistance. The cecum devil has advantage on saving throws against spells and other magical effects.
  • 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.
  • 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.
  • Innate Spellcasting. The cecum devil’s innate spellcasting ability is Charisma (spell save DC 20). The devil can innately cast the following spells, requiring no material components:


  • 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).
  • 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.
  • 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’s pocket dimension with a successful DC 19 Intelligence (Arcana) check.
  • 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.


A tall, exquisitely robed figure glides silently forward, hand outstretched, beckoning. You’ve never seen anything so flawless, so sensuously beautiful, as that elegantly gesturing hand.

You step forward, your comrades’ muffled warnings distant and childlike. There’s 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…

  • 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.
  • 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.
  • 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 “pets.”
Section 15: Copyright Notice

Warlock Grimoire 3. Authors: Lou Anders, Wolfgang Baur, Celeste Conowitch, Basheer Ghouse, Richard Green, Gabriel Hicks, Victoria Jaczko, Jeff Lee, Jerry LeNeave, JB Little, Christopher Lockey, Sarah Madsen, Ben McFarland, Jonathan Miley, Kelly Pawlik, Richard Pett, Jon Sawatsky, Mike Shea, Brian Suskind, Prakash Upadhyayula, Ashley Warren, Mike Welham, and Steve Winter. © 2022 Open Design LLC.

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