Rejuvenation by Sleepingfox
GRAND VIZER
Grand Vizers are enormous couatls approaching 40 feet in length. They are awesome in beauty and might with four resplendent feathered wings and magnificent iridescent scales. They are wise, gentle beings that seek to help the forces of good, but they can be fearsome enemies if provoked.
There is typical only one Grand Vizer on any given world. They are tasked with guiding and protecting their lesser brethren and spreading the divine wisdom of their god. They spend their days visiting and assisting couatls and exceptional mortals in need. They are often accompanied by one or two elder couatls.
Couatl, Grand Vizer
Huge celestial, lawful good
Armor Class 22 (natural armor)
Hit Points 250 (20d12 + 120; bloodied 125)
Speed 40 ft., fly 180 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 20 (+5) | 22 (+6) | 23 (+6) | 24 (+7) | 24 (+7) |
Saving Throws Dex +11, Con +12, Wis +13, Cha +13
Skills athletics +12, diplomacy +13, perception +13
Damage Resistances necrotic, radiant
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses truesight 180 ft., passive perception 20
Languages All, telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Magic Resistance. The couatl has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the couatl has disadvantage on the attack roll.
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
Multiattack. The couatl makes two attacks: any combination of melee attacks, but only one attack can be a Constrict and it can't make tail and bite attack against the same target.
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one creature.
Hit. 16 (3d6 + 6) piercing damage, and the target must succeed on a DC 20 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. +12 to hit, reach 10 ft., one Medium or smaller creature.
Hit. 22 (3d10 + 6) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one creature.
Hit. 16 (3d6 + 6) bludgeoning damage and 10 (3d6) radiant damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and or pushed 10 feet, the couatl's choice.
Radiant Beam (Recharge 5–6). The couatl exhales a beam of energy in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one.
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.
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring only verbal components:
At will:
bless, create food and water, cure wounds, detect evil and good, detect magic, detect thoughts, protection from poison,
3/day each:
dream, greater invisibility, lesser restoration, sanctuary, scrying, shield,* summon celestial
1/day each:
crown of stars, g
reater restoration, plane shift,
*If the couatl uses shield each round, increase its CR by 1.
Restorative Blessing (1/Rest). The couatl blesses one creature it can see within 180 feet of it. A blessed creature regains 36 (8d8) hit points and is freed from any curse or negative condition it is suffering.
Turn Undead (1/Rest). Each undead within 60 feet of the couatl that can see or hear it must make a DC 21 Wisdom saving throw. On a failure, the undead is turned. for 1 minute. A turned undead must spend its turn moving as far away from the couatl as possible, cannot willing move to a space within 60 feet of it, and cannot take reactions. For its action, the undead can use only the Dash action or try to Escape from an effect that prevents it from moving. If there's nowhere to move, the undead can use the Dodge action.
BONUS ACTIONS
Quick Strike. The couatl makes a bite attack against a creature it has grappled.
LEGENDARY ACTIONS
The couatl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the couatl has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The couatl regains spent legendary actions at the start of its turn.
Celestial Inspiration. The couatl telepathic inspires an ally within 180 feet of it. The couatl chooses from one of the following options:
- The ally can use a reaction and move up to half its speed without provoking opportunity attacks.
- The ally can use a reaction to make an attack.
- The ally gains 20 temporary hit points until the end of its next turn.
- The all gains advantage on its next attack, it makes an attack before the end of its next turn.
Move. The couatl moves half its speed.
Wing Attack (Costs 2 Actions). The couatl beats its wings. Each creature within 10 feet of the couatl must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The couatl can then fly up to half its flying speed.
Recharge (Costs 3 Actions). The couatl recharges its Radiant Beam and it must use it on its next turn. Until the couatl uses its radiant beam attack, each creature that touches it our hits it with a melee attack within 5 feet of it takes 14 (4d6) radiant damage.