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Couatl

Medium Celestial, lawful good

CR 4

1,100 XP

AC: 19 (natural armor)
HP: 97 (13d8+39)
Speed: walk 30 ft. , fly 90 ft.
Senses: truesight 120 ft., passive Perception 15
Languages: all, telepathy 120 ft.
STR
16
+3
DEX
20
+5
CON
17
+3
INT
18
+4
WIS
20
+5
CHA
18
+4

Special Abilities

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

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.

Quick Reference

Challenge: CR 4
Type: Celestial
Size: Medium
Alignment: lawful good
Best for party of 4 at level 7-9

Running This Encounter

A couatl is a celestial serpent that prefers to avoid combat, using its high AC and flight to maintain distance. It will attempt to charm or frighten enemies before resorting to direct combat, and may parley if the party proves non-evil. Use its superior maneuverability to force enemies to chase it through difficult terrain or vertical spaces. Remember its constriction attack is devastating and should be positioned as a serious threat.

Combat Tactics

The couatl opens combat by casting spells like Hold Person or Suggestion from a distance, relying on its +7 spell save DC. It uses its flight and 120 ft. darkvision to kite melee combatants while striking with its bite and constriction attack if enemies close. If outnumbered or facing celestial threats, it withdraws to higher ground or attempts to flee rather than fight to the death.

Environment & Setting

Ancient temples, celestial gardens, high mountain peaks, or sacred groves where the couatl guards a holy relic or imprisoned evil. Dense vegetation or ruins with multiple levels of vertical terrain maximize the couatl's aerial advantages.