Sources
CR
Type
Size
Alignment
Movement

Coatl

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, slashing, from nonmagical attacks
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 4 (1,100 XP)

Traits

Magic Weapons. The coatl's weapon attacks are magical.

Shielded Mind. The coatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Spellcasting

Innate Spellcasting. The coatl'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

1/day each: dream, greater restoration, scrying

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

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 coatl can't constrict another target.

Change Shape. The coatl 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 coatl's choice).

In a new form, the coatl 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 coatl can use its bite in that form.

Lore

The River Heralds believe that the waters of the world are divided into two spheres: the river and the sea are the lower half, with the jungle and the sky above. They believe that the sea possesses an unfathomable wisdom, the deep musings of the unspeakably ancient world. But the wisdom of the sky and the rivers is embodied in the coatls—winged serpents that twist through the air to reflect the course of rivers along the ground.