Couatling
A fledgling couatl, or couatling, is a friendly and playful being of celestial origin. It has not yet become aware of its divine purpose, and is in the process of honing its skills and learning the ways of the world.
Caretaker in Training. A couatling knows that its life is one of guardianship or protection, and often selects a small idol or kind creature to protect until its purpose becomes clear. If a parent has instructed the couatling of its duties, it will normally select an idol similar to that which it will one day guard, or follow around one of the creatures it is sworn to protect.
Truth Tellers. A couatling can’t lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.
Divine Prankster. In its young age, a couatling will often play small tricks on those who it considers friendly creatures, or on a parent. To do so helps the couatling learn how to world works, and its pranks are often harmless. When protecting a creature, the couatling may rearrange or hide small objects or twirl around until its friend becomes dizzy. When its antics are discovered, a couatling will make sure to return things to the way they were before it pulled the prank.
Couatling
Small Celestial, Lawful Good
- Armor Class 14 (Natural Armor)
- Hit Points 10 (2d6+2)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 14 (+2) 10 (0) 15 (+2) 13 (+1)
- Saving Throws CON +4, WIS +4, CHA +3
- Skills Stealth +5
- Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Psychic
- Senses Truesight 30 ft., Passive Perception 14
- Languages All, Telepathy 30 ft.
- Challenge 1 (200 XP)
Innate Spellcasting. The couatling's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring only verbal components:
At will: Detect Evil and Good
2/day from the following: Bless, Cure Wounds, Sanctuary, Shield
Magic Weapons. The couatling's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
Shapechanger. The couatling can use its action to polymorph into a beast form that resembles a cat (speed 20 ft.), an eagle (20 ft., fly 60 ft.), or a lizard (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Image credits: Joy.Story on Instagram Direct Art Link