Small Celestial, Lawful Good
Armor Class 13 Natural
Hit Points 10 (3d4 + 3)
Speed 20 ft., Fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Insight +3, Perception +4, Persuasion +4, Stealth +5
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 12
Languages All, Telepathy 60ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Actions

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.

Monster Tags: Shapechanger

StandingHawk

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