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Demon, Abrikandilu

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This deformed, horned, hunchbacked humanoid has a forked, ratlike tail and two thumbs on each taloned hand.

Abrikandilu CR 3

XP 800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +12

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 natural)
hp 32 (5d10+5)
Fort +5, Ref +4, Will +3
DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Weaknesses hatred of mirrors

OFFENSE

Speed 30 ft.
Melee bite +7 (1d6+2 plus mutilation), 2 claws +7 (1d4+2)
Ranged improvised weapon +5 (1d6+2)
Special Attacks destructive attacks, mutilation
Spell-Like Abilities (CL 5th; concentration +6)

3/daycause fear (DC 12), shatter (DC 13)
1/daysummon (level 1, 1 abrikandilu 50%)

STATISTICS

Str 15, Dex 11, Con 12, Int 6, Wis 10, Cha 13
Base Atk +5; CMB +7 (+9 sunder); CMD 17 (19 vs. sunder)
Feats Improved Sunder, Iron Will, Power Attack, Throw Anything B
Skills Appraise +6, Climb +10, Disable Device +8, Perception +12; Racial Modifiers +4 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SPECIAL ABILITIES

Destructive Attacks (Ex)

An abrikandilu's natural attacks can threaten and confirm critical hits against objects. In addition, an abrikandilu gains a +5 racial bonus on Strength checks to break or destroy objects.

Hatred of Mirrors (Ex)

An abrikandilu loathes the sight of its own reflection. Using a mirror grants a +5 bonus on Intimidate checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM's discretion, some shields could be considered mirrors) must attempt a DC 15 Will save at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror.

Mutilation (Su)

An abrikandilu's bite causes horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature's sense of self-worth. A creature bitten by an abrikandilu must succeed at a DC 13 Fortitude save or gain a –1 penalty on all Charisma-based checks. This penalty stacks, up to a –5 penalty, and it lasts even after the wounds are healed. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0.

This is a curse effect. The save DC is Constitution-based.