Tiny Celestial, Lawful Good
Armor Class 13 (natural armor)
Hit Points 10 (13d4 + 10)
Speed 30 ft., Fly 90 ft.
STR
4 (-3)
DEX
5 (-3)
CON
3 (-4)
INT
5 (-3)
WIS
5 (-3)
CHA
10 (+0)
Saving Throws CON −2, WIS −1, CHA +2
Damage Resistances Radiant
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 15
Languages All, Telepathy 120 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

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 + 5) piercing damage, and the target must succeed on a DC 13 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 Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or 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).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Reactions

Guard.  1/Day  The coutal will spend a day guarding its master's loot or a selected item.  Keep in mind this creature is young, and so it requires frequent rest and struggles to do long tasks.  

Legendary Actions

  

Description

  Hatchlings are slender, long creatures that can reach to 1-7 ft until adulthood.  These wonderful creatures shine brightly all around, their round, innocent eyes are like polished gems.  The scales that cover them are so sleek and beautiful that they compare to well polished river stones and their wings are so well preened and shiny that it seems as though they could show your reflection. 

  These benevolent little creatures are friendly and passive unless provoked.  Their only defense mechanism is to frill their wings and contract their pupils in hopes to scare off any predators.  They enjoy guiding travellers through their homes and watch them diligently as if they were a walking book.

  While tamable with many perks, they have some requirements that you must meet.  Depending on how old they are, they will vary on these requirements.  If they are young and newborn, they will require knowledge, love, and playtime.  They must be trained and taught well.  They also tend to take to those who are more kind to them.  Older hatchlings tend to be less needy, although they have taught themselves a bit more than the newborns and understand the ways of life the ways that they experienced them.  They tend to take to those who are more kind hearted and lawful. 

  The biggest perk they bring to the table is companionship.  While they may be strong, they value the praise of their master most of all.  If they have been taught well, they will be able to guard their master's stash and items, along with the companion's of their master.  

  The biggest con they bring is their extraordinary lifespan.  It will exceed just about any players, and when their master dies, they will mourn them until they themselves wither and die.  

Lair and Lair Actions

The Coutal Hatchling is most commonly found in warm climates, whether it be the shore of a tropical island or the dry sandstone ruins of a desert temple.

 

Habitat: CoastalDesertForestGrasslandSwamp

wafflekitsune

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