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Pathfinder Second Edition

Compendium

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Quetz Couatl

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These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the Deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and Healing where they are needed. Some quetz couatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.

Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil Humanoid.

Attributes

Quetz Couatl

Creature 10

LGLargeUncommon, Beast, Couatl
  • Perception21; darkvision, detect alignment
  • LanguagesCelestial, Common, Draconic, telepathy 100 feet
  • Skills acrobatics 16 arcana 19 diplomacy 22 nature 22 occultism 19 religion 22 survival 16
  • Str7Dex3Con5Int 6Wis5Cha5
  • AC 30 Fort19Ref19Will21
  • HP 175
  • Speed15 feet, fly 50 feet
  • Melee jaws 23 (magical) Damage2d10+13 piercing plus quetz couatl venom and Grab
  • Cantrips disrupt undead light mage hand
  • Greater Constrict 2d10+7 (2d10+7) bludgeoning, DC 29. The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
  • Quetz Couatl Venom (poison) A quetz couatl’s venom deals good damage rather than poison damage to fiends; Saving Throw: DC 29 Fortitude; Maximum Duration: 6 rounds; Stage 1: 2d6 (2d6) poison damage and enfeebled 1 (1 round); Stage 2: 2d8 (2d8) poison damage, enfeebled 1, and flat-footed (1 round); Stage 3: 2d10 (2d10) poison damage, enfeebled 2, and flat-footed (1 round)
  • Radiant Wings (divine, enchantment, incapacitation, mental, visual) The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 Will save. Critical Success: The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours. Success: The creature is dazzled for 1 round. Failure: The creature is dazzled for 1 minute. Critical Failure: As failure, but if the creature is evil, it is also stunned 3.
  • Wrap in Coils Requirements The quetz couatl has a Medium or smaller creature grabbed or restrained in its jaws; Effect: The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses Greater Constrict against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space.
  • Divine Innate Spells DC 29; 7th ethereal jaunt (at will), plane shift (self only); 5th breath of life, divine wrath; 4th charm, gaseous form; 3rd mind reading (at will); 2nd invisibility (self only, at will); Cantrips (5th) disrupt undead, light, mage hard; Constant (5th) detect alignment (all alignments simultaneously)