Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components:
3/day each: detect evil and good, detect magic, detect thoughts
1/day each: bless, cure wounds, protection from poison, shield
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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Change Shape. The couatl magically polymorphs into a humanoid child 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.
Description
Familiar. The couatl hatchling can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the couatl senses as long as they are within 1 mile of each other. While the couatl is within 10 feet of its master, the master shares the couatl's Shielded Mind trait and it's immunity to psychic damage. At any time and for any reason, the couatl hatchling can end its service as a familiar, ending the telepathic bond.
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