Couatl
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)
- Speed
- 20 ft., fly 60 ft. (good)
- Init
- +7
- Melee
- bite +16 (1d8+7 plus grab and poison)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +12
- CMB
- +18 (+22 grapple)
- CMD
- 32 (can't be tripped)
- Fort
- +9
- Ref
- +13
- Will
- +14
Weapons: Martial, Simple
constrict (1d8+7)
Alertness, Dodge, Empower Spell, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.</p><p class="stat-block-2">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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
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
-
Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Empower Spell (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Eschew Materials (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Chaos (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Good (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Law (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Ethereal Jaunt (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Plane Shift (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Gaseous Form (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Magic Circle Against Evil (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Summon Monster III (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Cure Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Eagle's Splendor (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Scorching Ray (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Silence (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Endure Elements (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Mage Armor (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Obscuring Mist (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Protection From Chaos (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: True Strike (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Daze (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Disrupt Undead (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Ray Of Frost (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Read Magic (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Resistance (Spell)House/Core — covered by the site's Section 15.
Loading references...