Deviate Dreadfang, Winged Serpent Druid by ToaMataNui123
Couatl Priest of Jazirian
Medium celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 119 (14d8 + 56; bloodied 59)
Speed 30 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 20 (+5) | 18 (+4) | 18 (+4) | 21 (+5) | 20 (+5) |
Saving Throws Con +7, Wis +8, Cha +8
Skills diplomacy +4, perception +8
Damage Resistances radiant
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive perception 18
Languages All, telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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 15 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. The target can make an additional saving throw if another creature uses an action to shake it awake or it takes damage. On success, the condition ends for itself.
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.
Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one creature.
Hit. 8 (1d6 + 5) bludgeoning damage and 3 (1d6) radiant damage.
Sacred Flame. The couatl summons a flame-like radiance that strikes a target it can see within 60 feet of it. The target must make a DC 15 Dexterity saving throw or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw.
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 15). 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, protection from good and evil, sanctuary, shield*
1/day each:
dream, g
reater restoration, crying
*If the couatl uses shield each round, increase its CR by 1.
Spellcasting. The couatl is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The couatl has the following cleric spells prepared:
Cantrips (at will):
light, sacred flame, thaumaturgy
1st level (4 slots):
cure wounds, guiding bolt, sanctuary
2nd level (3 slots):
lesser restoration, spiritual weapon
3rd level (2 slots):
dispel magic, spirit guardians
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.
BONUS ACTIONS
Quick Strike. The couatl can make a bite attack against a creature it has grappled.