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Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 4 (1,100 XP), Medium celestial, Lawful Good
Damage Resistances radiant
Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
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. 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.
How hard a fight? Against a party of four, a single couatl is deadly at levels 1–2, hard at level 3, medium at level 4 and easy at level 5, and barely a challenge from level 6. Add allies or more foes in the encounter generator.
Where you'll find it: other planes and forests.
Story hooks
Similar creatures: Pegasus, Unicorn.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.