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Couatl 5e: The Feathered Serpent's Stats, Spells and Tactics
A couatl is a CR 4 Medium celestial, a winged serpent with AC 19, 97 hit points, a 90-foot fly speed, truesight out to 120 feet and a bite that can put a target to sleep for a day. It knows every language, reads thoughts at will and can change into a humanoid or beast, so it's usually met in disguise: a beggar, a heron, a temple novice. The 2024 couatl drops to 60 hit points, loses the 24-hour sleep poison, and gains at-will Shapechange plus a Bonus Action that casts Bless, Lesser Restoration or Sanctuary.
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Couatl Stat Block (2014)
The SRD 5.1 couatl.
Couatl
Medium celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 97 (13d8+39)
Speed 30 ft., fly 90 ft.
STR
16 (+3)
DEX
20 (+5)
CON
17 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws CON +5, WIS +7, CHA +6
Damage Resistances radiant
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 4 (XP 1,100; PB +2)
Traits
Innate Spellcasting.The couatl's spellcasting ability is Charisma (spell save DC 14). 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, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scrying
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 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.
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.
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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Three things decide how a 2014 couatl plays:
•It's nearly untouchable by mundane weapons. Immunity to bludgeoning, piercing and slashing damage from nonmagical attacks, plus AC 19, means a level 3 party without magic weapons can only hurt it with spells. It also shrugs off psychic damage and resists radiant.
•Its bite ends fights without killing. A hit deals 8 (1d6 + 5) piercing, and the target makes a DC 13 Constitution save or is poisoned for 24 hours and unconscious until the poison ends. Another creature can spend an action to shake the sleeper awake, but the Poisoned condition stays for the full day.
•It's a cleric in a snake's body. Its innate spells (DC 14) include Shield, Sanctuary, Bless and Cure Wounds three times a day each, plus Dream, Greater Restoration and Scrying once a day.
Change Shape turns it into any humanoid or beast of CR 4 or lower. In that form it keeps its hit points, mind and spells, but takes the new form's AC, speeds, Strength, Dexterity and actions. If the new form has a bite, it can still use its own sleep-poison bite. Shielded Mind makes it immune to scrying and to anything that reads its thoughts or detects its location, so Detect Thoughts and location-finding magic won't expose the disguise.
Couatl in the 2024 Rules
SRD 5.2.1 keeps the AC, speeds, truesight and CR, and changes most of the rest.
Couatl
Medium Celestial, Lawful Good
Armor Class 19
Initiative +5 (15)
Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 90 ft.
STR
16 (+3)save +3
DEX
20 (+5)save +5
CON
17 (+3)save +5
INT
18 (+4)save +4
WIS
20 (+5)save +7
CHA
18 (+4)save +4
Resistances bludgeoning, piercing, slashing
Immunities psychic; radiant
Senses Truesight 120 ft.; Passive Perception 15
Languages All; telepathy 120 ft.
Challenge 4 (XP 1,100; PB +2)
Traits
Shielded Mind.The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.
Actions
Bite.Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict.Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.
Spellcasting.The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (beast or humanoid form only, no temporary hit points gained from the spell, and no concentration or temporary hit points required to maintain the spell)
Divine Aid (2/Day).The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Couatl
2024 Couatl
HP
97 (13d8 + 39)
60 (8d8 + 24)
Defenses
Immune to psychic and nonmagical B/P/S; resists radiant
Resists all B/P/S; immune to psychic and radiant
Bite
+8, 8 (1d6 + 5), DC 13 Con or Poisoned and Unconscious for 24 hours
+7, 11 (1d12 + 5), Poisoned until the end of the couatl's next turn (no save)
DC 15 Strength save, 5 ft., 8 (1d6 + 5), grapple escape DC 13
Spellcasting
Charisma, DC 14; Shield and Cure Wounds 3/day
Wisdom, DC 15; Sleep 1/day; no Shield or Cure Wounds
Bonus Action
None
Divine Aid (2/day): Bless, Lesser Restoration or Sanctuary
Shapeshifting
Change Shape action (humanoid or beast, CR 4 or lower)
Shapechange at will (Beast or Humanoid only, no Concentration)
Shielded Mind
Immune to scrying, thought reading and location detection
Thoughts can't be read; telepathy only with its permission
What that means at the table:
•The knockout bite is gone. The 2024 bite does more damage but only poisons until the end of the couatl's next turn. Its sleep effect now comes from one casting of Sleep at DC 15.
•It's easier to hurt and easier to kill. A party with no magic weapons can now damage it at half rate, and 60 hit points is about two-thirds of the old total.
•Constrict targets a save instead of AC. Against a cleric in heavy armor (AC 18, Strength +2, no save proficiency), the DC 15 save fails 60% of the time, while the old +6 attack hit only 45%. Against a fighter proficient in Strength saves, the odds come out about even.
•It can be found. The 2024 Shielded Mind no longer blocks scrying or location magic, so a determined villain can track it.
How the Couatl Fights
A couatl never needs to fight to win. It starts most conflicts disguised, already knowing what everyone in the room is thinking, and it avoids combat unless evil is in front of it.
Open with truesight and position. Truesight to 120 feet means invisible creatures, illusions and shapechangers don't fool it. With a 90-foot fly speed, it picks the ground: above a river, in a temple's rafters, or on the far side of a chasm.
Bite the dangerous one (2014). Against AC 16, a +8 bite hits on 8 or better (65%). A character with a +2 Constitution save then fails the DC 13 save half the time, so each bite has roughly a one-in-three chance to take someone out of the fight. The couatl only gets one attack a turn, so pick the target that matters: the cleric holding a hostage, the cultist mid-ritual.
Hold one, bite the next. Constrict grapples and restrains a Medium or smaller creature. The 2014 couatl can hold one target in its coils with 10-foot reach and still bite someone else on its next turn.
Protect, then leave. A 2014 couatl casts Shield as a reaction (+5 AC, taking it to 24) when a big hit would land, and Sanctuary on itself or a protected ally. The 2024 couatl uses Divine Aid as a Bonus Action to Bless allies or ward one with Sanctuary, then uses its action to bite. If it's losing, it flies off at 90 feet, or changes into a bird or fish and disappears into a crowd of them.
Use Shapechange as a combat tool (2024). Because the 2024 couatl can Shapechange at will, it can turn into a CR 4 or lower beast with better attacks, fight in that form with its own 60 hit points, then switch back to cast spells. It keeps its creature type, Intelligence, Wisdom and Charisma.
Running a Couatl Encounter
A couatl is worth 1,100 XP. For four characters under the 2024 rules:
Party (4 characters)
Low
Moderate
High
One couatl is...
Level 3
600
900
1,600
High
Level 4
1,000
1,500
2,000
Moderate
Level 5
2,000
3,000
4,400
Low
The 2014 Dungeon Master's Guide guidelines (used by our encounter calculator) put one couatl at Medium for four level 4 characters (1,000 to 1,500 XP) and Hard for four level 3 characters. The real difficulty depends on magic weapons: a level 3 party with none can't touch the 2014 couatl with a sword.
Use cases that work:
•Patron at levels 1 to 4. A couatl that sends the party Dream messages and heals them once a day is a strong early-campaign mentor who can't solve everything for them.
•Misunderstanding fight at level 3 or 4. It attacks the party because the real villain, in disguise, told it the party are the cultists it hunts. Let the players talk their way out mid-combat.
•Escort at any level. It travels with the party in a harmless form, and the real puzzle is figuring out who it is.
How Players Beat a Couatl
•Bring magic weapons or spells (2014). Bludgeoning, piercing and slashing damage from nonmagical attacks does nothing. Magic weapons, cantrips and spell damage all work. Radiant is resisted; avoid psychic entirely.
•In 2024, any weapon works at half. Fire, cold, lightning, acid, thunder, force and necrotic all land at full damage. Radiant and psychic do nothing.
•Target Strength. Its Strength save is +3, the lowest it has. Wisdom (+7) is its best, and Constitution is proficient at +5.
•Keep someone free to wake the sleepers. A 2014 couatl's bite only puts a creature to sleep. One character spending an action to shake an ally awake undoes its best attack, though the ally stays Poisoned (Disadvantage on attack rolls and ability checks).
•Don't bother hiding. Truesight sees through invisibility and illusions, and its innate Detect Thoughts finds hidden creatures with minds.
•Talk. It's lawful good, knows every language and has 18 Intelligence. If the fight started from a misunderstanding, an honest explanation ends it faster than damage, and the couatl can check it with at-will Detect Thoughts.
Couatl Encounter Ideas
The temple cat. A shrine keeps a scruffy orange cat that sleeps on the altar. The cat is a couatl that has guarded a sealed relic for forty years. When the party arrives to "borrow" the relic for a good cause, the cat follows them, reading their thoughts. It only reveals itself if one of them plans to sell the relic.
The poisoned pilgrims. Travelers on a mountain road keep turning up asleep in the snow, a small puncture on their necks. Locals blame a vampire. It's a couatl putting to sleep anyone carrying a cursed coin from a looted tomb, then leaving them for their companions. The party wakes up beside one of these coins.
Dreams of a river. A character starts having the same dream every night: a feathered serpent asking for help at a drowned ford. The couatl is trapped, Restrained under a collapsed bridge with an evil druid's curse on it. Its Dream spell is its only voice. The party has to get there before the curse finishes.
Frequently Asked Questions
What CR is a couatl in 5e?
A couatl is CR 4 (1,100 XP) in both editions. It has AC 19, 97 hit points in the 2014 rules and 60 in the 2024 rules.
What does a couatl's bite do?
In the 2014 rules, the bite deals 8 piercing damage and forces a DC 13 Constitution save. On a failure the target is poisoned for 24 hours and unconscious until the poison ends, though another creature can use an action to wake it. The 2024 bite deals 11 piercing and poisons the target only until the end of the couatl's next turn.
Can a couatl shapechange?
Yes. The 2014 couatl uses Change Shape to become a humanoid or beast with a CR of 4 or lower. The 2024 couatl casts Shapechange at will, limited to Beast or Humanoid forms, with no Concentration and no temporary hit points.
Is a couatl immune to normal weapons?
The 2014 couatl is immune to bludgeoning, piercing and slashing damage from nonmagical attacks. The 2024 couatl only resists bludgeoning, piercing and slashing damage, magical or not.
Is a couatl good or evil?
Couatls are lawful good in both editions. They are Celestials, so spells like Dispel Evil and Good and Protection from Evil and Good affect them even though they are not evil.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.