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.
Limited Telepathy. The Couatl can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Innate Spellcasting. The Couatling's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring only verbal components:
only 1 spell/day : detect magic, cure wounds, sanctuary
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. (1d4 + 2) piercing damage, and the target must succeed on a DC 11 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: +4 to hit, reach 5 ft., one Medium or smaller creature. (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.