Couatl

Medium Celestial, Lawful Good

Armor Class 19   Initiative +5 (15)   Hit Points 60 (8d8 + 24)   Speed 30 ft., Fly 90 ft.

STR16 (+3)
DEX20 (+5)
CON17 (+3)
INT18 (+4)
WIS20 (+5)
CHA18 (+4)

Saving Throws Str +3, Dex +5, Con +5, Int +4, Wis +7, Cha +4

Damage Resistances Bludgeoning, Piercing, Slashing

Damage Immunities Psychic, Radiant

Senses Truesight 120 ft.; Passive Perception 15

Languages All; telepathy 120 ft.

Challenge Rating 4

Traits

Shielded Mind

The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them.

Actions

Bite

Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn.

Constrict

Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Spellcasting

The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):

At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)

1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep

Bonus Actions

Divine Aid (2/Day)

The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.

Use the Couatl in your game
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