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, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Awakened Potential. The creature’s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 necrotic damage.
Bound to Serve. When the creature is corrupted, it's bound to a specific individual. The creature must obey that individual’s every command, even if it leads to the creature’s death.
Built for War. The creature’s weapon attacks score a critical hit on a roll of 18–20.
The Cost. The creature cannot deal radiant damage or cause itself or other creatures to regain hit points. Any such abilities it uses have no effect.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Truthseeker. The creature knows when it hears a lie.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage and 18 (4d8) necrotic 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.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and 18 (4d8) necrotic 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.
Perfect Strike. The creature can make a weapon attack against AC 10. If it hits, the target takes necrotic damage equal to half its hit point maximum. The corrupted celestial can use this ability three times, regaining all expended uses when it finishes a short or long rest.
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