Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- Cantrips. gust of wind
- 1st Level (3 slots). thunderwave, gust of wind
- 2nd Level (1 slots). call lightning (deals (3d10) lightning damage per bolt, spell save DC 15), lightning bolt (spell save DC 15)
Stormy Visage. The couatl can't be surprised by creatures that can see, hear, or feel the surrounding air. When it is in a stormy or cloudy environment, it has advantage on Dexterity (Stealth) checks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 13 Constitution saving throw or be deafened until the end of its next turn.
Shielding Winds. The couatl magically creates a vortex of wind that surrounds an ally it can see within 30 feet of it. Until the start of the couatl's next turn, the ally has a +2 bonus to its AC and has advantage on saving throws against being knocked prone.
Description
A Couatl is a celestial being sworn to protect the island's sacred purpose. Unlike its kin who favor radiant light, this variant is a living conduit of Bahamut’s tempestuous power. Its serpent body is sheathed in feathers that shimmer with static electricity, and its hiss carries the low rumble of a distant thunderclap. It guards the ancient pilgrimage site, vigilant against those who would corrupt the island's legacy or seek to exploit its wild, storm-fueled magic.
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