Large Celestial, Lawful Good
Armor Class 20 (natural armor)
Hit Points 122 (15d10 + 39)
Speed 30 ft., Fly 90 ft.
STR
16 (+3)
DEX
20 (+5)
CON
17 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws CON +7, WIS +9, CHA +8
Damage Resistances Radiant
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

5/day each: Bless, Create food and water, Cure wounds, Lesser restoration, Protection from poison, Sanctuary, Shield

2/day each: Dream, Greater restoration, Scrying

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.

Actions

Multiattack. It makes three attacks: one with its bite, one with its Tail and one with its Constriction.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. 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

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one medium or smaller creature. Hit: (2d6 + 3) bludgeoning damage. The target is grappled (escape dc 15) Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Sleep Breath. The Couatl exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Radiant Breath. The Couatl exhales radiant fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one.

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.

Habitat: DesertForestGrasslandUrban

EthanR1O1

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