Kuunganisha

A strange amalgam of imp and quasit hunches beneath bat-like wings. Its feet and hands end in wicked claws, and its eyes and needle-tooth-filled mouth are too large for its bald head.

Magical Conduit. The kuunganisha were created as mobile, sentient conduits for arcane power. Long-term exposure to a particular school of magic can alter a kuunganisha’s appearance, such as fire-feather wings instead of bat-like wings on a kuunganisha regularly used to channel evocation magic or skin covered in non-functioning, but constantly-moving eyes on kuunganishas exposed to excessive divination magic.

Flexible Entropy. While kuunganisha are always evil, they may be lawful, neutral, or chaotic, depending on the alignment of their masters.

Kuunganisha

Small fiend, any evil
Armor Class 13
Hit Points 17 (5d6)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 11 (+0) 10 (+0) 12 (+1) 13 (+1)

Skills Insight +3, Stealth +5
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 2 (450 XP)

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.

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