Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Angel's Sight. Magical darkness doesn't impede the couatl's darkvision.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 10 minutes. Until this poison ends or the target is attacked, the target is unconscious. Another creature can use an action to shake the target awake. While awake, the target repeats the saving throw at the end of each of its turns, on a success the poison ends, if it fails 3 times it falls unconscious.
Latch. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium or smaller creature. Hit: 5 (2d4 + 1) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the couatl has advantage on attack rolls against the target, the couatl shares a space with the target, the couatl moves with the target, and the couatl can't Latch another target.
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