Couatl 2024
CR 4 celestial
Medium celestial, lawful good
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
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.
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.
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
Bonus Actions
The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.
Other versions
Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details