monsters fiend cr-2-4 Creature Codex

Kuunganisha

Small Fiend, CR 2. From Creature Codex.

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Kuunganisha

Small Fiend, any evil

Armor Class 13

Hit Points 17 (5d6)

Speed fly 40 ft., 20 ft.

STR
6 (-2)
DEX
17 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)

Saving Throws

Skills Insight +3, Stealth +5

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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