Couatl [1/2]Celestial · CR 4
Couatl [1/2]Medium Celestial, Lawful Good
STR16+3DEX20+5CON17+3INT18+4WIS20+5CHA18+4
AC19HP60CR4SPD30 ft., Fly 90 ft.
TRAITS
Shielded Mind

The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.

Couatl [2/2]Celestial · CR 4
Couatl [2/2]Medium Celestial, Lawful Good
ACTIONS
Bite

Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl’s next turn.

Constrict

Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

BONUS ACTIONS
Divine Aid (2/Day)

The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.

Couatl [1/3]
Medium Celestial, Lawful Good
4
19Armor Class
60Hit Points
30 ft., Fly 90 ft.Speed
STR16+3
DEX20+5
CON17+3
INT18+4
WIS20+5
CHA18+4

Initiative. +5

Senses. Truesight 120 ft.; Passive Perception 15

Resistances. Bludgeoning, Piercing, Slashing

Immunities. Psychic, Radiant

Languages. All; telepathy 120 ft.

Traits

Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.

Actions

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing

Celestial
Monster card
Couatl [2/3]
Medium Celestial, Lawful Good
4
19Armor Class
60Hit Points
30 ft., Fly 90 ft.Speed
STR16+3
DEX20+5
CON17+3
INT18+4
WIS20+5
CHA18+4

Actions (cont.)

damage, and the target has the Poisoned condition until the end of the couatl’s next turn.

Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream,

Celestial
Monster card
Couatl [3/3]
Medium Celestial, Lawful Good
4
19Armor Class
60Hit Points
30 ft., Fly 90 ft.Speed
STR16+3
DEX20+5
CON17+3
INT18+4
WIS20+5
CHA18+4

Actions (cont.)

Greater Restoration, Scrying, Sleep

Bonus Actions

Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.

Celestial
Monster card

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Couatl — printable monster card

Medium Celestial, Lawful Good

  • CR 4
  • Celestial
  • Medium

Full stat block

Armor Class
19
Hit Points
60
Initiative
+5
Speed
30 ft., Fly 90 ft.
Senses
Truesight 120 ft.; Passive Perception 15
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Psychic, Radiant
Languages
All; telepathy 120 ft.
Challenge Rating
4 (1,100 XP)
Proficiency bonus
+2
Saving throw proficiencies
Constitution, Wisdom
Ability scores
STR DEX CON INT WIS CHA
16 +3 20 +5 17 +3 18 +4 20 +5 18 +4

Traits

Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.

Actions

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl’s next turn.

Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep

Bonus Actions

Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.

See also