Kuunganisha

Small fiend, Any Evil Alignment

Armor Class

13

Hit Points

17 (5d6)

Speed

walk 20 ft., fly 40 ft.

Skills

Insight +3, Stealth +5

Damage Resistances

fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 20 ft.

Languages

Common, Abyssal, Infernal

Challenge

2

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.