Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components:
At will: detect magic, detect thoughts
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: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 6 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one Small or smaller creature. Hit: 6 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the target is restrained, and the couatling can't constrict another target.
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