Combat Statistics

CR 4
Challenge Rating
1,100 XP
19
Armor Class
97
Hit Points
(13d8)
Speed: {"walk":30,"fly":90} ft.
Strength
16
(+3)
Dexterity
20
(+5)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
17
(+3)
Intelligence
18
(+4)
Wisdom
20
(+5)
Charisma
18
(+4)
Damage Resistances: ["radiant"]
Damage Immunities: ["psychic", "bludgeoning, piercing, and slashing from nonmagical weapons"]
Condition Immunities: []
Senses: Truesight 120 ft., Passive Perception 15 ft. passive Perception 15
Languages: ["all", "telepathy 120 ft."]
Proficiency Bonus: +2

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.

Quick Reference

Type: Celestial
Size: Medium
Alignment: lawful good
Environment: Any

DM Tools

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CR 4 | Challenge Rating: 4
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