Medium Celestial, Lawful Good
Armor Class 14 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft., fly 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws WIS +5
Damage Resistances Psychic
Senses Passive Perception 15
Languages Telepathy 30 ft., understands Common and Auran but cannot speak
Challenge 1 (200 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

1/day each: create or destroy water, cure woundssanctuary

Shielded Mind. The couatl has advantage on saves against the scrying spell, as well as any spell or effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour. 

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one Medium or smaller creature. Hit: 6 (1d6 + 2) 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

IvinianSoul

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