Small Celestial, Chaotic Good
AC 12 (natural armor)    Initiative +4 (14)
HP 50 (13d8 + 39)
Speed 30 ft., Fly 90 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +6
CON 13 +1 +3
Mod Save
INT 8 −1 −1
WIS 10 +0 +0
CHA 8 −1 −1
Resistances Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft.; Passive Perception 15
Languages All, Telepathy 120 ft.
CR 2 (XP 450; PB +2)
Traits

Innate Spellcasting. The couatl's spellcasting ability is Wisdom (spell save DC 10). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

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: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 2) piercing damage, and the target must succeed on a DC 10 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: +6 to hit, reach 10 ft., one Small creature. Hit: 10 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

 

Bonus Actions

Song of  Reverie. Battlefield Action. At the start of this creature's next turn, all players must make a Wis DC 15. If they fail, players are afflicted with confusion due to the otherworldly wail of this creature. This bonus action has no effect if the creature takes more than 1d10 of damage or is silenced in between turns. 

Habitat: DesertForestGrasslandUrban

starwarsgeek00721

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