Tiny Celestial, Chaotic Good
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 20 ft., Fly 40 ft.
STR
6 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws WIS +3, CHA +5
Damage Resistances Psychic, Radiant
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 15 ft., Passive Perception 12
Languages Telepathy 60 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The hatchling's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring only verbal components:

1/day each: create food and water, zone of truth, faerie fire.

Magic Weapons. The hatchling's weapon attacks are magical.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+ 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.

Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one Tiny creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 9). Until this grapple ends, the target 2 radiant damage at the beginning of its turn and is restrained, and the hatchling can't constrict another target.

Adorably Empathetic Shape. The hatchling magically polymorphs into a fantastical beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

The form it takes is usually something along the lines of a fluffy rabbit with wings but is always cute or cuddly.  Additionally, if its master is attempting an action that requires a charisma check, the Hatchling takes the form of the target's favorite childhood pet and the hatchling's master gets advantage on the role.

Previous Versions

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2/27/2020 6:42:25 AM
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Habitat: DesertForestGrassland

Graphling

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