Large Celestial, Lawful Good
Armor Class 19 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 30 ft., Fly 90 ft.
STR
19 (+4)
DEX
18 (+4)
CON
17 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws CON +8, WIS +10, CHA +9
Damage Resistances Radiant
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 15
Languages All, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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 thoughtssacred flame

1st level (4 slots): bless, shield, cure wounds

2nd level (3 slots): lesser restorationprotection from poison

3rd level (3 slots): clairvoyancecreate 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.

Actions

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.

Reactions

Legendary Resistance (3/Day). If the couatl fails a saving throw, it can choose to succeed instead.

Legendary Actions

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.

Habitat: DesertForestGrasslandUrban

EvilJelly

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