rpg—rules

monster

Couatl

Medium Celestial, Lawful Good

Armor Class
19
Hit Points
60 (8d8 + 24)
Challenge rating
4
CHA
18 (+4)
CON
17 (+3)
DEX
20 (+5)
INT
18 (+4)
STR
16 (+3)
WIS
20 (+5)

Medium Celestial, Lawful Good

AC 19 · Initiative +5 (15)

HP 60 (8d8 + 24)

Speed 30 ft., Fly 90 ft.

Ability Score Mod Save
Str 16 +3 +3
Dex 20 +5 +5
Con 17 +3 +5
Int 18 +4 +4
Wis 20 +5 +7
Cha 18 +4 +4

Resistances Bludgeoning, Piercing, Slashing

Immunities Psychic, Radiant

Senses Truesight 120 ft.; Passive Perception 15

Languages All; telepathy 120 ft.

CR 4 (XP 1,100; PB +2)

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 Attack Roll: +7, reach 5 ft. Hit: 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):

Bonus Actions

Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.

Source · SRD 5.2.1 · page 277