Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring only verbal components:
At will: 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
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: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 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.
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