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Couatl

Medium · Celestial · CR 4 · Lawful Good

Source. 5e 2014 Rules
Armor Class
19 (natural armor)
Hit Points and Hit Dice
97 (13d8+39)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
20
+5
CON
17
+3
INT
18
+4
WIS
20
+5
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Lawful Good
XP 1100
Initiative Bonus +5

Movement

Walk 30 ft (9.1 m)
Fly 90 ft (27.4 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 15

Saving Throws

Constitution +5 Wisdom +7 Charisma +6

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Resistances
radiant

Environments

Desert Forest or Jungle Grassland or Plains Astral Plane Urban

Traits

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

Cost 1

+8 to hit, reach 5 ft (1.5 m).

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.

Change Shape

Cost 1

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.

Constrict

Cost 1

+6 to hit, reach 10 ft (3 m).

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.

About Couatl

Couatl is a medium celestial with a Challenge Rating of 4. It has a lawful good alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 97 hit points (derived from 13d8+39).

Couatl has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Couatl

2 tips available

When using Couatl in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Couatl

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Couatl?
Couatl has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Couatl?
Couatl is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Couatl speak?
Couatl can communicate in all, telepathy 120 ft..

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