Couatl
Medium Celestial, lawful good (CR 4)Armor Class 19 natural armor
Hit Points 97 (13d8+39)
Speed 30 ft., fly 90 ft.
16 (+3)
20 (+5)
17 (+3)
18 (+4)
20 (+5)
18 (+4)
Skills
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge Rating 4
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.
sizeMedium
typeCelestial
group
alignmentlawful good
strength_save
dexterity_save
constitution_save5
intelligence_save
wisdom_save7
charisma_save6
perception
damage_vulnerabilities
damage_resistancesradiant
damage_immunitiespsychic; bludgeoning, piercing, and slashing from nonmagical attacks
condition_immunities
cr4
reactions
legendary_desc
legendary_actions
special_abilitiesname: Innate Spellcasting,desc: 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,name: Magic Weapons,desc: The couatl's weapon attacks are magical.,name: Shielded Mind,desc: The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
spell_listhttps://open5eapi.spetland.no/v1/spells/detect-evil-and-good/,https://open5eapi.spetland.no/v1/spells/detect-magic/,https://open5eapi.spetland.no/v1/spells/detect-thoughts/,https://open5eapi.spetland.no/v1/spells/bless/,https://open5eapi.spetland.no/v1/spells/create-food-and-water/,https://open5eapi.spetland.no/v1/spells/cure-wounds/,https://open5eapi.spetland.no/v1/spells/lesser-restoration/,https://open5eapi.spetland.no/v1/spells/protection-from-poison/,https://open5eapi.spetland.no/v1/spells/sanctuary/,https://open5eapi.spetland.no/v1/spells/shield/,https://open5eapi.spetland.no/v1/spells/dream/,https://open5eapi.spetland.no/v1/spells/greater-restoration/,https://open5eapi.spetland.no/v1/spells/scrying/
page_no269
document__license_urlhttp://open5e.com/legal
document__slugwotc-srd
document__title5e Core Rules
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd
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5e Core Rules, page no. 269