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Couatl

Couatl

Celestial

AC
HP

19

97

Alignment
Challenge

LG

4

STR

16 (+3)

DEX

20 (+5)

CON

17 (+3)

INT

18 (+4)

WIS

20 (+5)

CHA

18 (+4)

Source

Monster Manual (SRD)

Name

Couatl

Race

Celestial

Alignment

Lawful good

Armor Class

19 (natural armor)

Size

Medium

Hit Points

97 (13d8 + 39)

Challenge

4 (1100 XP)

Speed

30 ft., fly 90 ft.

Senses

truesight 120 ft., passive Perception 15

Languages

all, telepathy 120 ft.

Couatl

Saving Throws

Con +5, Wis +7, Cha +6

Skills

None

Damage Immunities

psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

None

Damage Resistances

radiant

Damage Vulnerabilities

None

Abilities

Innate Spellcasting .
The couatl's spellcasting ability is Charisma
(spell save DC 14).
It can innately cast the following spells, requiring only verbal components: Magic Weapons .
The couatl's weapon attacks are magical.
Shielded Mind .
The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

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).

Legendary Actions

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.

Reactions

None

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