AC 16 (natural armor)
HP 65 (10d10+10)
Speed 40 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Str +6, Dex +3, Con +4, Wis +3
Skills Athletics +6, Perception +3
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from weapons that aren’t cold iron
Damage Immunities lightning, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, telepathy 100 ft.
Chaotic Evil. The abrikandilu radiates a Chaotic and Evil aura.
Hatred of Mirrors. When adjacent to a mirror or creature wielding a polished metal shield, the abrikandilu makes a DC 15 Wisdom saving throw at the start of its turn or it focuses on destroying the mirror.
Innate Spellcasting. The abrikandilu’s innate spellcasting ability is Charisma (spell save DC 12). The abrikandilu can innately cast the following spells, requiring no material components:
Siege Monster. The abrikandilu deals double damage to objects and structures.
ACTIONS
Multiattack. The abrikandilu makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) magical piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) magical slashing damage.
Shatter (2nd-Level; V, S, M). An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the abrikandilu can see within 60 feet. Creatures in the area make a DC 12 Constitution saving throw , taking 13 (3d8) thunder damage on a failure or half damage on a success. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage.
Fear (3rd-Level; V, S, M, Concentration). Each creature in a 30-foot cone makes a DC 12 Wisdom saving throw or becomes frightened , dropping whatever it is holding. Creatures are frightened for up to 1 minute. On each of its turns, a creature frightened by this spell uses its action to take the Dash action and move away from the abrikandilu by the safest available route. If there is nowhere it can move, it remains stationary. When the creature ends its turn in a location where it doesn’t have line of sight to the abrikandilu, it can repeat the saving throw, ending the spell’s effects on it on a successful save.
These enormous fiends reek of sulfur and brimstone, their furry lower bodies, arms, and torsos rank with the iron smell of damp blood. An impressive flare of blue fur makes a mane around the grotesque horned, crimson heads of abrikandilu and their eyes are usually fixed in a furious avian glare. Wrecker demons were destroyers of beauty in life that continue their envious vandalism for eternity among the infantries of armies in Nülda. An abrikandilu is driven to madness by the sight of their own mutated reflection and does whatever is necessary to destroy it, enraged by the reminder of what they’ve become.
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.