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