Legendary Resistance (3/Day). If the couatl fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: counterspell, control winds, cone of cold, polymorph
1/day each: investiture of wind, teleport, control weather
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 can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the couatls choice that is within 120 feet of the couatl and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the couatl's Frightful Presence for the next 24 hours.
Change Shape. The couatl magically polymorphs into a humanoid, beast, or monstrosity 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.
The 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.
Detect. The couatl makes a Wisdom (Perception) check.
Tail Attack. The couatl makes a tail attack, and may then move its speed without provoking opportunity attacks
Spellcasting (Costs 2 Actions). The couatl casts a spell.
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