Talewrite

Couatl

Medium celestial, lawful good · 2024 rules, SRD 5.2

Armor Class
19
Hit Points
60 (8d8+24)
Speed
30 ft., fly 90 ft.
STRDEXCONINTWISCHA
16 (+3)20 (+5)17 (+3)18 (+4)20 (+5)18 (+4)
Saving Throws
CON +5, WIS +7
Senses
truesight 120 ft., passive perception 15
Languages
All; telepathy 120 ft.
Challenge
4 (1,100 XP)

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. 1/day each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep.
Divine Aid (bonus action). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting. Level 1: Bless, Sanctuary. Level 2: Lesser Restoration.

Also in the 2014 rules (SRD 5.1).

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).