Couatl

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Couatl

Medium celestial, lawful good


Armor Class 19 (natural armor )

Hit Points 97 (13d8+65)

Speed 30 ft., fly 90 ft.


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

Saving Throws Constitution +5, Wisdom +7, Charisma +6

Damage Resistances radiant

Damage Immunities psychic and bludgeoning, piercing, and slashing from nonmagical attacks

Senses truesight 120 ft., passive Perception 10

Languages all and telepathy 120 ft.

Challenge 4 (1100 XP)


Innate Spellcasting. The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

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. 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.

Source: 5srd adaptation of Pathfinder Roleplaying Game Bestiary.

Couatls are servants of lawful and good deities, though some operate independently of any greater being. Respected and admired for their wisdom and beauty, they try to steer mortals onto the right path and use their powers to fight evil, particularly those known to shift between the planes. Some couatls are viewed as benevolent gods by isolated societies, and while most couatls cringe at the thought of pretending to be a god, they allow such misconceptions to continue since they allow the couatls to guide and coax these societies onto paths of peace and cooperation with their neighbors. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs 1,800 pounds.

Couatls can spend long periods of time without food, water, or even air, but when they do eat, they prefer the same foods as true snakes, such as mammals and birds. They have been known to eat evil humanoids. As they would rather spend their time promoting their agenda than hunting, couatls appreciate offers of food, particularly small boars and large game fowl.

A couatl sometimes shows its favor to an adventurer or party that has done it a service by gifting the group with 1d4 of its brightly colored feathers. Such a freely given feather, if used as an additional material component, allows a spellcaster to cast planar ally to conjure that specific couatl without expending the typical payment of gold or other valuables—provided the the couatl approves of the service asked for by the spellcaster.