Monster · CR 4 (1,100 XP) · 2024 rules

Couatl

Medium celestial, lawful good

  • Armor Class 19 (natural armor)
  • Hit Points 60 ()
  • Speed 30 ft., fly 90 ft.
  • Initiative +5 (15)
  • Saving Throws ,
  • Immunities psychic, radiant
  • Senses Truesight 120 ft., Passive Perception 15
  • Languages All; telepathy 120 ft.
  • Challenge 4 (1,100 XP; 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: , reach 5 ft. Hit: 11 () 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 () 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
  • 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.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits