Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect thoughts
4/day each: bless, create food and water, cure wounds, shield, lesser restoration, sanctuary
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.
Strange Development. This type of Couatl has undergone a strange mutation from being subject to strange magic starting the development of upper limbs, and an effective goop like venom. This has granted the creature several benefits
Destroying Poison: This poison is on its way to being able to stunt the gods so can pass through poison resistance and immune creatures are resistant. However, this effect is counteracted in two ways 1) If the target is immune/resistant to acid in addition to poison they can use the higher of the effects to negate this. i.e A creature has immunity to Poison and Resistance to Acid they will then in turn be completely immune to this poison 2) The creature is resistant to magic (such as advantage on magical saves) on top of having a resistance or immunity to poison. This does not allow the creature to reroll the save as if it were a magical effect just impacting immunity/resistance.
Stunting poison:This poison trading length now does an additional 1d6 poison damage and put the poisoned status affect for 1 minute.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 30 seconds (5 rounds), 1d6 poison damage and poisoned for 1hr. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (1d8 + 5) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Suffocating Strike. The same turn that a couatl constricts a target the Venombearer can bonus action make a bite attack against the target that it has constricted.
Venom Spit. Ranged Weapon Attack: +7 to hit reach 30 ft. Hit: 1d4+5 Same poison effects as bite.
Change Shape. 2/ day 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. This effect lasts for 1 hour.
Previous Versions
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7/11/2022 4:02:02 AM
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