Couatl
D&D 5.5e · medium celestial, lawful good
Defense
Proficiencies & Senses
Traits
Traits
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 Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Constrict
Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 11 (2d6+5) 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.
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 (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/day each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep
Reference Text
Couatls are serpentine celestials that serve as guardians and messengers of the gods. They are wise and benevolent, often appearing to mortals in times of great need. Their bodies are covered in brilliant feathers, and they possess a radiant aura that reflects their divine nature. They are known for their ability to shapechange into various beasts and humanoids, allowing them to move among mortals unnoticed. Couatls are fiercely protective of the innocent and will go to great lengths to thwart evil. They are often found in remote temples, sacred groves, or ancient ruins, where they watch over holy sites and relics. Their presence brings a sense of peace and hope to those who encounter them.