Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It's an 11th level Cleric for the sake of deciding the caster's level, and can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts, sacred flame
1st level (4 slots): bless, shield, cure wounds
2nd level (3 slots): lesser restoration, protection from poison
3rd level (3 slots): clairvoyance, create food and water
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): greater restoration, dawn
6th level (1 slot): forbiddance
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.
Multiattack. The couatl makes one bite and one tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) 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.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Large or smaller creature. Hit: 10 (2d6 + 4) 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.
Legendary Resistance (3/Day). If the couatl fails a saving throw, it can choose to succeed instead.
Ancient Couatl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The couatl regains spent legendary actions at the start of its turn.
Tail Attack. The couatl makes a tail attack.
Wing Attack (Costs 2 Actions). The couatl beats its wings. Each creature within 10 feet of the couatl must succeed on a DC 16 Dexterity saving throw or take 9 (1d10 + 4) bludgeoning damage and be knocked prone. The couatl can then fly up to half its flying speed.
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