b'Kuunganisha \n'b' 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. \n'b'  Small   fiend ,  any evil  \n'b'  Armor Class  13  Hit Points  17 (5d6)  Speed  20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX:  17 (+3)  CON:  11 (+0)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Fiend Sight . Magical  darkness  doesn\xe2\x80\x99t impede the fiend\xe2\x80\x99s  darkvision . \n'b'  Magic Resistance . The kuunganisha has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . The fiend regains 1  hp  at the start of its turn if it has at least 1  hp . \n'b'  Will of the Master . The master of the kuunganisha can  cast a spell  through the familiar, using the fiend\xe2\x80\x99s 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\xe2\x80\x99s turn, though the master must cast the spell during the master\xe2\x80\x99s turn. Concentration spells must still be maintained by the master. \n'b'  Actions \n'b'   Multiattack . The kuunganisha makes one claw  attack  and one bite  attack . \n'b'  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. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) slashing damage. \n'b'  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. \n'b'  About \n'b'  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\xe2\x80\x99s 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. \n'b'  Flexible Entropy . While kuunganisha are always evil, they may be lawful, neutral, or chaotic, depending on the alignment of their masters. \n'b' Kuunganisha Familiars \n'b' 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\xe2\x80\x99s Magic Resistance trait. \n'b' 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.'