Innate Spellcasting. The Couatl's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring only verbal components:
At will: Detect Evil and Good, Detect Thoughts, Detect Magic
3/day each: Bless, Create Food and Water, Shield, Cure Wounds , Lesser Restoration, Sanctuary, Tasha's Caustic Brew
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 magics and experiences, amplifying certain combat abilities.
Stunting Poison: The poison produced by this Couatl deals an additional 1d6 poison damage, and applies the poisoned status affect for 1 minute.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 30 seconds (5 rounds), and deals an additional 1d6 poison damage. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one Medium or Smaller creature. Hit: 10 (1d8 + 5) bludgeoning damage, and the target is grappled(escape DC 16). Until this grapple ends, the target is restrained, and the Couatl can't constrict another target.
Suffocating Strike. The same turn that this Couatl constricts a target, it may use its bonus action to make a bite attack against the target that it has constricted.
Venom Shot. Ranged Weapon Attack: +8 to hit reach 30 ft. Hit: 8 (4d4) acid damage immediately and 4 (2d4) acid damage at the end of its next turn. This continues until the target takes their action, or bonus action, to wipe the venom off.
Change Shape. 3/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 may use its Bite attack.
Acid Balm. You conjure a strong acidic substance on your skin, yellow and sticky, that burns to the touch. While grappling a creature, you may deal 1d6 acid damage to it at the end of your turn. This effect ends if a creature breaks out of your grapple.
Previous Versions
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12/16/2022 2:23:47 AM
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8
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10/28/2023 12:55:27 PM
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12
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1.25
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10/29/2023 7:25:34 PM
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10
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1
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