Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring only verbal components:
1/day each: detect evil and good, detect magic, detect thoughts
Magic Resistance. The couatl has advantage on saving throws against spells and other magical effects.
Flyby. The couatl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 24 hours.
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a weasel (speed 20 ft.), an owl (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. The couatl can use its bite in that form.
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