Kuunganisha

Creature Codex (3pp)

Size
Small
Type
fiend
Alignment
Any Evil Alignment
AC
13
Hit Points
17 (5d6)
Speed
walk 20 ft., fly 40 ft.
Skills
Insight +3, Stealth +5
Resistances
fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 20 ft.
Passive Perception
11
Languages
Common, Abyssal, Infernal
Challenge
2
STR
6
−2
DEX
17
+3
CON
11
+0
INT
10
+0
WIS
12
+1
CHA
13
+1

Traits

Fiend Sight

Magical darkness doesn't impede the fiend's darkvision.

Magic Resistance

The kuunganisha has advantage on saving throws against spells and other magical effects.

Regeneration

The fiend regains 1 hp at the start of its turn if it has at least 1 hp. Will of the Master. The master of the kuunganisha can cast a spell through the familiar, using the fiend's senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha's turn, though the master must cast the spell during the master's turn. Concentration spells must still be maintained by the master.

Actions

Multiattack

The kuunganisha makes one claw attack and one bite attack.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Invisibility

The kuunganisha magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the fiend wears or carries becomes invisible with it.

Other data

description