Tiny Celestial, Lawful Good
Armor Class 15 (natural armor)
Hit Points 34 (3d8 + 13)
Speed 10 ft., Fly 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +3, WIS +5, CHA +4
Damage Resistances Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 15
Languages Celestial, Telepathy 120 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: create food and water, cure wounds, protection from poison

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: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 3) 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.

Habitat: DesertForestGrasslandUrban

MuttTheMuttMutt

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