Size:
Large
Type:
Magical Beast
Form:
winged serpentine
Temper:
benevolent
# App:
1d6
Lair:
Diet:
carnivore
Combat Dice: 0
Hit Points: 25 + 1d10
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: leader
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
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.
Special
1/day each
dream, greater restoration, scrying
Special
3/day each
bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
Special
At will
detect evil and good, detect magic, detect thoughts
Special
Innate Spellcasting
The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
Special
Magic Weapons
The couatl's weapon attacks are magical.
Special
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/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
16 (1d8+7 plus
Special (Ex)
Poison

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Constrict|Poison|Telepathy
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Constrict||Poison|Telepathy
You can Detect Chaos, as per the spell, as a constant ability.
Special
|Constrict|Poison|Telepathy
You can Detect Evil, as per the spell, as a constant ability.
Special
|Constrict|Poison|Telepathy
You can Detect Good as a constant ability. Any Good creatures, items, or other entities within 60' glow visibly.
Special
|Constrict|Poison|Telepathy
You can Detect Law as a constant ability. Any Lawful creatures, items, or other entities within 60' glow visibly.
Special
|Constrict|Poison|Telepathy
Bite - Injury; save Death; frequency 1/minute for 10 minutes; effect 1d4 Strength damage and 1d8 Poison damage; cure 2 consecutive saves.
Special
|Constrict|Poison|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Alertness
Action
Feat 2
Dodge
Action
Feat 3
Empower Spell
Action
Feat 4
Eschew MaterialsB
Action
Feat 5
Improved Initiative
Action
Feat 6
Iron Will
Action
Feat 7
Lightning Reflexes
Action
Melee 1
bite +16 (1d8+7 plus grab and poison)
Special
0 (at will)
daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize
Special
1st (7/day)
endure elements, mage armor, obscuring mist, protection from chaos, true strike
Special
2nd (7/day)
cure moderate wounds, eagle's splendor, scorching ray, silence (DC 15)
Special
3rd (7/day)
gaseous form, magic circle against evil, summon monster III
Special
4th (4/day)
charm monster (DC 17), freedom of movement
Special
Spells Known (CL 9th)
Special
At will
detect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)
Special
Constant
detect chaos, detect evil, detect good, detect law
Special
Poison (Ex)
Injury-bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.
Special
Spells
A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.