Kryx RPGThemesCreatures
Couatl

Couatl

Medium celestial
Challenge
4

STR
3
DEX
5
CON
3
INT
4
WIS
5
CHA
4

97
13d8+39
21
Soak
1
Fort
+5
Ref
+4
Will
+6
Defense note natural armor
Damage resistances radiant
Damage immunities psychic; bludgeoning, piercing, and slashing from attacks that have not been desecrated with the blood from a celestial or humanoid killed within the past 24 hours

Speed 5 m., fly 20 m.
Skills Divinity +7 (18), Insight +6 (17), Medicine +7 (18), Perception +5 (16), Persuasion +6 (17)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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 DC 14, +6 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: bless, conviction, heal, protection from evil and good, sanctuary, shield of faith

2 mana: clairvoyance, create food and water, restoration

1/day each: dream, restoration (augmented to greater restoration)

Actions (2)

Bite (1/turn). Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 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: +5 to hit, reach 2 m. Hit: 10 (2d6 + 3) bludgeoning damage. and if the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.

Change Shape (1/turn). The couatl magically polymorphs 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 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.

Desert, Forest, Grassland, Urbansrd

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9