b'Demon, Abrikandilu (Wrecker Demon, Legendary Games) \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  65 (10d10+10)  Speed  30 ft.\n'b' STATS STR: 17 (+3) DEX:  11 (+0)  CON:  12 (+1)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +6,  Dexterity  +3,  Constitution  +4,  Wisdom  +3  Skills   Athletics  +6,  Perception  +3  Damage Resistances  acid, cold, fire; bludgeoning, piercing, and slashing from attacks that aren\xe2\x80\x99t cold iron  Damage Immunities  lightning, poison  Condition Immunities   poisoned ;  Senses   darkvision  60 ft., passive  Perception  13  Languages  Abyssal, Celestial, Common, Draconic, telepathy 100 ft.  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   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 focuses on destroying the object casting its reflection. \n'b'  Innate Spellcasting . The abrikandilu\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 12, +4 to hit with spell attacks). The abrikandilu can innately cast the following spells, requiring no material components: 3/day each:  fear ,  shatter  Siege Monster. The abrikandilu deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'   Multiattack . The abrikandilu makes one bite  attack  and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) magical piercing damage. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 6 (1d6 + 3) magical slashing damage. \n'b'  Wrecker demons that fill out the infantry of Abyssal armies, abrikandilu were destroyers of beauty in life that continue their envious vandalism for eternity. These fiends are driven to madness by the sight of their own mutated reflections and they do whatever is necessary to destroy an object showing it to them, enraged by the reminder of what they\xe2\x80\x99ve become. \n'b' ABOUT \n'b' This enormous fiend reeks of sulfur and brimstone, its furry lower body, arms, and torso rank with the iron smell of damp blood. An impressive flare of blue fur makes a mane around the monster\xe2\x80\x99s grotesque horned, crimson head and furious avian glare. \n'b' Abrikandilu Eye \n'b' Wondrous item, very rare (requires attunement) \n'b' After you have attuned to this fiendish monocle it is subsumed into your face, replacing one of your eyes. Once attuned, you gain the following benefits: \n'b'  You have  darkvision  out to a range of 60 feet. If you already have  darkvision , the eye increases its range by 60 feet. \n'b' The abrikandilu eye has 5 charges. You can expend 1 charge as an action to cast the  shatter  spell (save DC 12) or 2 charges to cast the  fear  spell (save DC 12). The eye regains all expended charges at midnight. \n'b'  These powerful gifts do not come without a price, however-you cannot stand the sight of your reflection. When adjacent to a mirror or creature wielding a polished metal shield, you must make a DC 15  Wisdom  saving throw at the start of  your turn  or be compelled to destroy the object casting your reflection. \n'b' In addition, the eye becomes a permanent part of your body after you have attuned to it. Removing the magic item requires removing your actual eye, lowering your  Constitution  by 1 and causing you to make vision-based  Wisdom  ( Perception ) checks and  Intelligence  ( Investigation ) checks with disadvantage until your normal eye is restored through regeneration or a similar powerful  healing  spell.'