Couatl

Couatl

Medium celestial, lawful good

4
Challenge Rating
1100 XP

The Couatl is a celestial creature known for its majestic and serpentine appearance. It resembles a large feathered serpent with vibrant and colorful plumage. Couatls are beings of great wisdom and power, often serving as guardians and protectors of ancient knowledge and sacred places.

Couatls possess the ability to fly effortlessly, using their large wings to soar through the skies. They are highly intelligent and possess innate magical abilities, making them formidable opponents or valuable allies. They can communicate telepathically with other creatures and have the power of telekinesis, allowing them to move objects with their minds.

One of the most notable features of a Couatl is its ability to create an aura of protection and healing. They emit a radiant aura that can heal wounds and cure diseases, making them natural healers and sources of divine magic.

Couatls are creatures of good alignment, dedicated to upholding justice, preserving ancient lore, and protecting the innocent. They are often associated with deities or celestial forces and can be found in sacred places, temples, or hidden realms.

Encountering a Couatl in a campaign can lead to opportunities for guidance, quests, or the acquisition of ancient knowledge. They are wise and noble beings, embodying the harmonious balance of nature and the divine.

Special 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:

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

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).
    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.
Armor Class: 19 (natural armor)
Hit Points: 97 (13d8+39)
Speed: 30 ft. (walk), 90 ft. (fly)
str
16
+3
dex
20
+5
con
17
+3
int
18
+4
wis
20
+5
cha
18
+4
Damage Resistances: radiant
Damage Immunities: psychic | bludgeoning, piercing, and slashing from nonmagical weapons
Proficiency Bonus: +2

Proficiencies

  • Saving Throw: CON +5
  • Saving Throw: WIS +7
  • Saving Throw: CHA +6

Senses

  • Passive Perception: 15
  • Truesight: 120′
Languages: all, telepathy 120 ft.
Environment: Desert, Forest, Grassland, Urban

Credits: SRD 5.1