Kuunganisha

Creature Codex (3pp)

Tamaño
Pequeño
Tipo
fiend
Alineamiento
Any Evil Alignment
CA
13
Puntos de golpe
17 (5d6)
Velocidad
walk 20 ft., fly 40 ft.
Habilidades
Insight +3, Stealth +5
Resistencias
fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons
Inmunidades
poison
Inmunidad a estados
poisoned
Sentidos
darkvision 20 ft.
Percepción pasiva
11
Idiomas
Common, Abyssal, Infernal
Desafío
2
FUE
6
−2
DES
17
+3
CON
11
+0
INT
10
+0
SAB
12
+1
CAR
13
+1

Rasgos

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.

Acciones

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.

Otros datos

description