Small Celestial, Lawful Good
Armor Class 15 (natural armor)
Hit Points 8 (2d4 + 4)
Speed 30 ft., fly 90 ft.
STR
8 (-1)
DEX
18 (+4)
CON
13 (+1)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws CON +3, WIS +7, CHA +6
Damage Resistances Radiant
Damage Immunities Psychic
Senses Truesight 120 ft., Passive Perception 15
Languages All, Telepathy 120 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, shield

Magic Weapons. The young couatl's weapon attacks are magical.

Shielded Mind. The young 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: +2 to hit, reach 5 ft., one creature. Hit:  4 (1d4 + 2) piercing damage.

 

Change Shape. The young 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 young couatl's choice).

In a new form, the young 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.

Habitat: DesertForestGrasslandUrban

solior

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