Couatl

Medium / celestial / Lawful Good / CR 4

Armor Class19
Hit Points60 (8d8 + 24)
Speed30 ft, fly 90 ft
Challenge4
Proficiency-
STR16+3
DEX20+5
CON17+3
INT18+4
WIS20+5
CHA18+4
Senses

Truesight 120 ft

Languages

Standard, Exotic

Damage resistances

Bludgeoning, Piercing, Slashing

Damage immunities

Psychic, Radiant

Traits

Shielded Mind

The monster's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them.

Actions

Bite

Action

. , and the target has the Poisoned condition until the end of the monster's next turn.

Constrict

Action

Strength Saving Throw: DC , one creature the monster can see within feet.
Failure: damage. The target has the Grappled condition (escape DC ), and it has the Restrained condition until the grapple ends.

Spellcasting

Action

The monster casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC ):
At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep

Prepared Spells

Detect Evil And Good, Detect Magic, Detect Thoughts, Shapechange, Create Food And Water, Dream, Greater Restoration, Scrying, Sleep

Referenced spells