Huge Fiend (Demon), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 30 ft., Swim 30 ft.
STR
19 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +9, CON +9, WIS +7, CHA +8
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Hold Breath. The aeparu can hold its breath for 1 hour. 

Fiendish Heads. The aeparu has three separate heads; its hypnotic head, its rotting head, and its fanged head. Each head can perform specific attacks or abilities and can concentrate on separate spells. While it has more than one head, the aeparu has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
    Whenever the aeparu takes 50 or more damage in a single turn, one of its heads is severed. If all its heads are severed, the aeparu dies.
    At the end of its turn, it regains 25 hit points, unless it has taken radiant damage since its last turn. When it regains 50 hit points this way, a random severed head is regrown and it can now use the abilities of the regrown head again. 

Innate Spellcasting. The aeparu's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: charm person, detect thoughts, dispel magic
3/day each: hypnotic pattern(hypnotic head only), stinking cloud(rotting head only)
1/day each: insect plague(rotting head only) mass suggestion(hypnotic head only)

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

Actions

Multiattack. The Aeparu may attack or cast a spell with each of its heads as well as making a constrict attack at a target within range.

Venomous Bite (Requires Fanged Head). Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage and the creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes an additional 17 (5d6) poison damage and is poisoned for 1 hour. The creature takes half damage on a successful save and is not poisoned

Acid Spit (Requires Rotting Head). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit:  13 (3d6 + 3) acid damage. 

Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Hypnotic Gaze (Requires Hypnotic Head). The aeparu's hypnotic head locks eyes with  one creature within 120 ft. That creature must make a DC 15 Wisdom saving throw or be charmed for up to 1 hour. While a creature is charmed in this way, it obeys any commands the aeparu telepathically gives it as long as the aeparu is within line of sight. The aeparu can only have one creature charmed like this at a time and must maintain concentration on the effect as if it were concentrating on a spell. 

Pyrax

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