Couatl

Medium celestial, lawful good

Armor Class 19 (natural armor)

Hit Points 60 (8d8 + 24)

Speed 30 ft., fly 90 ft., swim 15 ft., climb 15 ft.

str

16 (+3)

dex

20 (+5)

con

17 (+3)

int

18 (+4)

wis

20 (+5)

cha

18 (+4)

Saving Throws Con +5, Wis +7

Damage Immunities psychic, radiant

Senses truesight 120 ft., passive Perception 15

Languages All; telepathy 120 ft.

Challenge 4 (1,100 XP)

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. 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 - **1/Day Each:** Create Food and Water, Dream, Greater Restoration, Scrying, Sleep

Spellcasting (WIS, DC 15, +7 to hit)

At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange

1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep

Attack Summary

Bite attackmelee
+7 to hit|1d12+5 piercing
Range: 5 ft.