Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring only verbal components:
1/day each: detect evil and good, detect thoughts, healing word
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Limited Telepathy. The couatl can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by more 5 or more, the target is unconscious for the same duration or until it takes damage. Another creature can use an action to shake the target awake.
Change Shape. The couatl magically polymorphs into a tiny 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, 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.







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