Magic Resistance. The couatl has advantage on saving throws against spells and other magical effects.
Magic Weapons. The couatl's weapon attacks are magical.
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 11). 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, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Change Shape. The couatl can use its action to magically polymorph into a beast that has a challenge rating equal to or less than 1/4, 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).
Description
This is meant to be an imp equivalent alternative for celestial pact warlocks.
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