Small Celestial, Lawful Good
Armor Class 18 (natural armor)
Hit Points 46 (6d8 + 18)
Speed 30 ft., Fly 80 ft.
STR
11 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws CON +5, WIS +6, CHA +5
Damage Resistances Radiant
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 14
Languages All, Telepathy 120 ft.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts 
2/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, 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.

 
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or smaller creature. Hit: 7 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Habitat: DesertForestGrasslandUrban

Banglebuck

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