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Pathfinder

Compendium

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Couatl

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This great serpent has multicolored wings and eyes that glimmer with intense awareness.

Couatls are servants of lawful and good deities, though some operate independently of any greater being. Respected and admired for their wisdom and beauty, they try to steer mortals onto the right path and use their powers to fight evil, particularly those known to shift between the planes. Some couatls are viewed as benevolent gods by isolated societies, and while most couatls cringe at the thought of pretending to be a god, they allow such misconceptions to continue since they allow the couatls to guide and coax these societies onto paths of peace and cooperation with their neighbors. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs 1,800 pounds.

As native outsiders, couatls must eat. They prefer the same foods as true snakes, such as mammals and birds, though they have been known to eat evil humanoids.

As they would rather spend their time promoting their agenda than hunting, couatls appreciate offers of food, particularly small boars and large game fowl.

A couatl sometimes shows its favor to an adventurer or party that has done it a service by gifting the group with 1d4 of its brightly colored feathers. Such a freely given feather, if used as an additional material component, allows a spellcaster to cast planar ally to conjure that specific couatl without expending the typical payment of gold or other valuables—provided the the couatl approves of the service asked for by the spellcaster.

Special Abilities

Spells A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Poison (Ex) Injury—bite; Save Fortitude DC 16; Frequency 1/minute for 10 minutes; Effect 1d4 Str; Cure 2 consecutive saves. The DC is Constitution-based.

Attributes

AC
22, Touch 13, Flat-footed 18 (+3 Dex, +1 Dodge, +9 Natural, -1 Size)
Alignment
Lg
Base Atk
+12
CMB
+18 (+22 Grapple)
CMD
32 (Can't Be Tripped)
CR
CR 10
Cha
17
Con
20
Creature Type
Outsider (Native)
Dex
16
Environment
Warm Forests
Feats
Alertness , Dodge , Empower Spell , Eschew Materials B , Improved Initiative , Iron Will , Lightning Reflexes
Fort
+9
HP
126 (12d10+60)
Init
Lg Large Outsider ( Native ) +7
Int
17
Languages
Celestial, Common, Draconic; Telepathy 100 Ft.
Melee
Bite +16 (1d8+7 Plus Grab And Poison )
Organization
Solitary, Pair, Or Flight (3-6)
Reach
5 Ft.
Ref
+13
Senses
Darkvision 60 Ft., Detect Chaos/evil/good/law ; Perception +23
Size
Large
Skills
Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (Arcana) +9, Knowledge (Religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18
Space
10 Ft.
Special Attacks
Constrict (1d8+7)
Speed
20 Ft., Fly 60 Ft. (Good)
Spell-Like Abilities
(Cl 9th) Constant— Detect Chaos , Detect Evil , Detect Good , Detect Law At Will— Detect Thoughts (Dc 15), Ethereal Jaunt (Cl 16th), Invisibility , Plane Shift (Dc 20)
Spells Known
(Cl 9th) 4th (4/day)— Charm Monster (Dc 17), Freedom Of Movement 3rd (7/day)— Gaseous Form , Magic Circle Against Evil , Summon Monster Iii 2nd (7/day)— Cure Moderate Wounds , Eagle's Splendor , Scorching Ray , Silence (Dc 15) 1st (7/day)— Endure Elements , Mage Armor , Obscuring Mist , Protection From Chaos , True Strike 0 (At Will)— Daze, Disrupt Undead, Light, Ray Of Frost, Read Magic, Resistance, Stabilize)
Str
20
Treasure
Standard
Will
+14
Wis
19
XP
9,600
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