THE SHARED REFERENCE Adventurer

Monster

Couatl

Official reference · MM · 2014

Creature type
Celestial
Size
Medium
Armor class
19 (natural armor)
Hit points
97 (13d8 + 39)
Speed
Walk 30 ft., Fly 90 ft.
Challenge rating
4
Alignment
Lawful Good
Strength
16
Dexterity
20
Constitution
17
Intelligence
18
Wisdom
20
Charisma
18
Passive Perception
15
Saving Throws
con: +5; wis: +7; cha: +6
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
radiant
Immunities
psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

Traits

Magic Weapons

The couatl's weapon attacks are magical.

Shielded Mind

The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict

Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Innate Spellcasting

The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

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