- AC: 19 (Natural Armor)
- Alignment: Lawful Good
- CHA: 18
- CON: 17
- Challenge Rating: 4
- DEX: 20
- HP: 97 (13d8+39)
- INT: 18
- Immunities: Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Languages: All, Telepathy 120 Ft.
- Passive Perception: 15
- Resistances: Radiant
- Roll 0: Bite 1d20 + 8 1d6+5
- Roll 1: Constrict 1d20 + 6 2d6+3
- STR: 16
- Saving Throws: Con +5, Wis +7, Cha +6
- Senses: Truesight 120 Ft.
- Size: Medium
- Speed: 30 ft., fly 90 ft.
- Spell Book: Detect Evil And Good, Detect Magic, Detect Thoughts, Bless, Create Food And Water, Cure Wounds, Lesser Restoration, Protection From Poison, Sanctuary, Shield, Dream, Greater Restoration, Scrying
- Type: celestial
- WIS: 20
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.
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.
The SendingStone review
The Couatl is a powerful creature in Dungeons and Dragons with impressive stats and abilities. Its high charisma and intelligence make it a valuable ally, and its immunity to psychic damage and resistance to physical damage make it a formidable opponent to those who would challenge it. As a creature aligned with Lawful Good, it is likely to be a friend to adventurers who share its moral code. Its impressive AC and HP also make it a daunting enemy for players to face, with a Challenge Rating of 4 indicating that it is appropriate for characters around level 4-5 to encounter. Overall, the Couatl is a well-rounded creature that can serve a variety of purposes in a campaign.
Couatl is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Couatl Pathfinder edition. Want to use Couatl in a VTT (virtual tabletop)? Try out SendingStone for free today!