Size:
Small
Type:
Outsider
Form:
winged biped
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Action
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.
Action
Multiattack
The kuunganisha makes one claw attack and one bite attack.
Special
Fiend Sight
Magical darkness doesn't impede the fiend's darkvision.
Special
Magic Resistance
The kuunganisha has advantage on saving throws against spells and other magical effects.
Special
Regeneration
The fiend regains 1 hp at the start of its turn if it has at least 1 hp.
Special
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.
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 Familiars
The kuunganisha can serve another creature as a familiar, forming a telepathic bond with its willing master. While bonded, the kuunganisha and its master can each sense what the other senses as long as they are within 1 mile of each other. While the kuunganisha is within 10 feet of its master, the master shares the kuunganisha's Magic Resistance trait.
Kuunganisha prefer to serve powerful wizards, though a few warlocks that have proven themselves useful to their patrons have been gifted the service of these creatures as well.
5e SRD