5e SRD 5.2.1 · 5.2.1
Couatl
Monsters > Couatl
Medium Celestial, Lawful Good AC 19 Initiative +5 (15) HP 60 (8d8 + 24) Speed 30 ft., Fly 90 ft. MOD SAVE MOD SAVE MOD SAVE Str 16+3+3Dex 20+5+5Con 17+3+5 Int 18+4+4WIS 20+5+7Cha 18+4+4 Resistances Bludgeoning, Piercing, Slashing Immunities Psychic, Radiant Senses Truesight 120 ft.; Passive Perception 15 Languages All; telepathy 120 ft. CR 4 (XP 1,100; PB +2) 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. Crawling Claw