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
Saving Throws

Constitution +5, Wisdom +7

Initiative

+5

Senses

Truesight 120 ft

Languages

Standard, Exotic

Damage resistances

Bludgeoning, Piercing, Slashing

Damage immunities

Psychic, Radiant

Traits

Shielded Mind

The couatl'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

Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 11 (1d12 + 5) piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn.

Constrict

action

Strength Saving Throw: DC 15, one Large or smaller creature the couatl can see within 5 feet.
Failure: 8 (1d6 + 5) bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Spellcasting

action

1 use per day. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):
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