Library / Bestiary

Couatl

CR 10.00 Outsider LG Large HD 12
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.

HP
126 (12d10+60)
AC
22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, -1 size)
Init
+7
Speed
20 ft., fly 60 ft. (good)
Fort
+9
Ref
+13
Will
+14
BAB
+12
CMB
+18 (+22 grapple)
CMD
32 (can't be tripped)
Melee
bite +16 (1d8+7 plus grab and poison)
Space
10 ft.
Reach
5 ft.
str
20
+5
dex
16
+3
con
20
+5
int
17
+3
wis
19
+4
cha
17
+3

Weapons: Martial, Simple

constrict (1d8+7)

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (1d8+7) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Empower Spell from Feat

All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

Eschew Materials from Feat

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref

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

spell-like abilities:
Constant—Detect Chaos, Constant—Detect Evil, Constant—Detect Good, Constant—Detect Law, At will—Detect Thoughts (DC 15), At will—Ethereal Jaunt, At will—Invisibility (DC 15), At will—Plane Shift (DC 20)
spells known:
4th (4/day)—Charm Monster, 4th (4/day)—Freedom Of Movement (DC 17), 3rd (7/day)—Gaseous Form, 3rd (7/day)—Magic Circle Against Evil (DC 16), 3rd (7/day)—Summon Monster III, 2nd (7/day)—Cure Moderate Wounds (DC 15), 2nd (7/day)—Eagle's Splendor (DC 15), 2nd (7/day)—Scorching Ray, 2nd (7/day)—Silence (DC 15), 1st (7/day)—Endure Elements (DC 14), 1st (7/day)—Mage Armor (DC 14), 1st (7/day)—Obscuring Mist, 1st (7/day)—Protection From Chaos, 1st (7/day)—True Strike, At will—Daze (DC 13), At will—Disrupt Undead, At will—Light, At will—Ray Of Frost, At will—Read Magic, At will—Resistance (DC 13)
Details
Type
Outsider
Alignment
LG
Size
Large
Environment
warm forests
Organization
solitary, pair, or flight (3-6)
Treasure
standard
Senses
darkvision 60 ft., detect chaos/evil/good/law; Perception +23
Languages
Celestial, Common, Draconic; telepathy 100 ft.
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
35 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Empower Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Eschew Materials (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Law (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: Ethereal Jaunt (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Freedom Of Movement (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Monster III (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Moderate Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Eagle's Splendor (Spell) — core content under OGL 1.0a
  • Knows spell: Scorching Ray (Spell) — core content under OGL 1.0a
  • Knows spell: Silence (Spell) — core content under OGL 1.0a
  • Knows spell: Endure Elements (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Obscuring Mist (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Chaos (Spell) — core content under OGL 1.0a
  • Knows spell: True Strike (Spell) — core content under OGL 1.0a
  • Knows spell: Daze (Spell) — core content under OGL 1.0a
  • Knows spell: Disrupt Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Light (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Frost (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Resistance (Spell) — core content under OGL 1.0a
View references and cross-links for Couatl

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