Couatl
Medium celestial- Challenge
- STR
- 3
- DEX
- 5
- CON
- 3
- INT
- 4
- WIS
- 5
- CHA
- 4
- Soak
- 1
- Fort
- +4
- Ref
- +4
- Will
- +5
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.
Spellcasting. The couatl uses Divinity (cha) to cast spells (spell save Difficulty 14, +5 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: detect evil and good, detect magic, detect thoughts
1 mana: conviction, heal, protection from evil and good, sanctuary, shield of faith
2 mana: bless, clairvoyance, create food and water, restoration
1/day: dream
Actions (2)
Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 8 (1d6 + 5) piercing damage and the target must succeed on a Difficulty 13 Fortitude 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 (1/turn). Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 10 (2d6 + 3) bludgeoning damage. and if the target is Medium or smaller, it is grappled (escape Difficulty 14). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.
Change Shape (1/turn). The couatl can polymorph into a humanoid or animal 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 Defense, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and aptitudes (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.
Spells
As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, the creature gains divine conviction. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Augment
You can provide conviction to one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
(ritual); concentration, 5 minutes/mana
As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.
Heal
As an action, a creature that you can touch or see within 10 meters regains 2d8 + your spellcasting ability health. This spell has no effect on constructs or undead.
Augment
You can increase the healing by 3d8 for each additional mana expended.
Major Regeneration. You can expend 2 additional mana to increase the healing by 1d8 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Power Word Heal. You can expend 3 additional mana and cast this spell as two actions so the target regains all its health. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.
concentration, 5 minutes/mana
As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attacks made against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
1 minute/mana
As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.
On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
concentration, 5 minutes/mana
As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.
Augment
You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As two actions, you bless up to two creatures you can see within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana
As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.
If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.
If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the creature) | +4 |
Firsthand (you have met the creature) | +0 |
Familiar (you know the creature well) | −4 |
Connection | Save Modifier |
---|---|
Likeness or picture | −2 |
Possession or garment | −4 |
Body part, lock of hair, bit of nail, or the like | −10 |
On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.
On a success, the creature isn’t affected, and you can’t use this spell against it again for 4 hours.
On a critical success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.
Augment
You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.
As two actions, you create 7 kilos of food and 40 liters of clean water on the ground or in containers within 5 meters, enough to sustain up to seven humanoids or 2 steeds for 24 hours for each mana expended. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Augment
You create an additional 7 kilos of food and 40 liters of clean water for each additional mana expended.
concentration, 1 minute/mana
As two actions, you can read the thoughts of certain creatures. When you cast the spell—and as two actions on each turn until the spell ends—you can focus your mind on a creature that you can touch or see within 5 meters of you. If the creature has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As two actions, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action on its turn to repeat the saving throw; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as two actions during the duration, you can search for thoughts within 5 meters of you. The spell can penetrate barriers, but 60 centimeters of stone, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 5 meters of you.
Augment
You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 5 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.
3 hours/mana
As you spend 1 minute to cast this spell, you shape the dreams of a creature known to you. You, or a willing creature you touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of its surroundings, but is immobilized and incapacitated. The creature must make a Fortitude saving throw, which it does with disadvantage if if you have a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. If the creature isn’t on the same plane of existence as you, isn’t asleep, or doesn’t sleep, the spell has no effect on it.
On a failure, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking.
Once during the dream, the target can choose to make a Will saving throw to end its effect.
As two actions, you touch a creature and can remove the blinded or deafened condition.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Greater Restoration. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.