The Adventures of the Duo world illustration - Fantasy theme
Fantasy

The Adventures of the Duo

s
squishybeaver

Elarion is a sprawling and enchanting world, teeming with diverse landscapes, ancient magic


Author's Note: Elarion is a sprawling and enchanting world, teeming with diverse landscapes, ancient magic, and a rich tapestry of cultures. From the gleaming spires of Sunspire in the prosperous Kingdom of Avalor, where noble knights uphold chivalric traditions, to the mystical depths of Eloria's Enchanted Forest, where elves and druids commune with nature amidst glowing flora, every corner of Elarion is steeped in wonder and history. The Desert of Khalidar stretches endlessly, its golden dunes hiding secrets of lost civilizations, while the bustling oasis city of Qasar thrives as a hub of trade and intrigue. In the frigid Frostlands of Norheim, the hardy inhabitants of Icehold carve out a life among towering glaciers and frozen tundras, embodying resilience and strength. Mystara's Isles are cloaked in perpetual mist, a realm of seafaring adventure and hidden dangers, where the port city of Nereus buzzes with the tales of sailors and pirates. The lands are watched over by powerful factions such as the Order of the Radiant Dawn, shining beacons of justice, and the Arcane Consortium, keepers of ancient magical knowledge. Shadows lurk, too, in the form of the clandestine Shadow Hand, manipulating events from the darkness, while the Circle of the Wild stands vigilant in protecting nature's balance. Amidst this backdrop of grandeur and peril, your journey begins in Greenhaven, a town on the edge of the Whispering Woods, renowned for its vibrant Harvest Festival. The air is filled with the scents of celebration, yet whispers of dark omens cast a subtle shadow over the festivities. As the townsfolk revel in the joyous occasion, an undercurrent of unease hints at the adventures and mysteries that await those brave enough to explore the depths of Elarion.
Played0 times
Cloned0 times
Created
352 days ago
Last Updated
104 days ago
VisibilityPublic
Couatl
CR 4Medium Celestial
Couatl
HP Range52 - 143 (Avg: 98)
AC19
XP1100
Details
SizeMedium
TypeCelestial
CR4
XP1100
Languagesall, telepathy 120 ft.
Defenses
Armor Class19
HP Range52 - 143 (Avg: 98)
Damage VulnerabilitiesNone
Damage Resistances
Damage Immunities,
Condition ImmunitiesNone
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.

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.

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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service