Tiny Celestial, Lawful Good
Armor Class 15 (natural armor)
Hit Points 12 (3d4 + 3)
Speed 20 ft., Fly 40 ft.
STR
6 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws CON +3, WIS +4, CHA +4
Skills Insight +4, Investigation +3, Medicine +4, Perception +4, Persuasion +4
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Blindsight 60 ft., Truesight 30 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 12). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, 

1/day: bless, sanctuary or shield

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: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 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: +3 to hit, reach 10 ft., one medium or smaller creature. Hit: 8 (2d4+1) bludgeoning damage, a tiny target is grappled (escape DC 11). Until this grapple ends, a tiny target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into beast or object that has a size and 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 in his new form.

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.

Invisibility. The couatl magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the couatl wears or carries is invisible with it.

Familiar. The Couatl can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the Couatl senses as long as they are within 1 mile of each other. While the Couatl is within 10 feet of its master, the master shares the Couatl´s Shielded Mind trait. If its master violates the terms of the contract, the Couatl can end its service as a familiar, ending the telepathic bond.

Habitat: DesertForestGrasslandUrban

FiS_ev

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