Couatl

Medium Celestial, Lawful Good
Initiative +5 (15)
AC 19
HP 60 (8d8 + 24)
Speed 30 ft., Fly 90 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
16
+3
+3
Dex
20
+5
+5
Con
17
+3
+5

Int
18
+4
+4
Wis
20
+5
+7
Cha
18
+4
+4

Resistances Bludgeoning, Piercing, Slashing
Immunities Psychic, Radiant
Senses Truesight 120 ft., Passive Perception 15
Languages All; telepathy 120 ft.
CR 4 (XP 1 100; PB +2)
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. Melee Attack Roll: +7, 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. Strength Saving Throw: DC 15, one Medium 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. 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
Bonus actions

Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.

Habitat: Desert, Forest, Grassland, Urban
Treasure: Relics
Monster Manual 2024 (BR)

  1. DnD 2024 Monsters › Couatl
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Couatl