Name | Couatl |
---|---|
Sorted Name | Couatl |
Family | Couatl |
Size and Type | Large Outsider (native) |
Hit Dice Count | 12 |
Hit Dice | 12d10+60 (126 hp) |
Random Hit Points | 12d10+60 - 60 |
Initiative | +7 |
Speed | 20 ft., fly 60 ft. (good) |
Armor Class | 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, -1 size) |
Base Attack/Grapple | +12/+CMB: +18 (+22 grapple)CMD: 32 (can't be tripped) |
Attack | bite +16 (1d8+7 plus grab and poison) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | constrict (1d8+7) |
Special Qualities | darkvision 60 ft., detect chaos/evil/good/law; |
Saves | Fort +9, Ref +13, Will +14 |
Abilities | Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17 |
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 |
Feats | Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes |
Environment | warm forests |
Challenge Rating | 10 |
Organization | solitary, pair, or flight (3-6) |
Treasure | standard |
Alignment | LG |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
CouatlThis great serpent has multicolored wings and eyes that glimmer with intense awareness.Couatl CR 10 XP 9,600LG Large outsider (native)Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23DEFENSEAC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, -1 size)hp 126 (12d10+60)Fort +9, Ref +13, Will +14OFFENSESpd 20 ft., fly 60 ft. (good)Melee bite +16 (1d8+7 plus grab and poison)Space 10 ft.; Reach 5 ft.Special Attacks constrict (1d8+7)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 movement3rd (7/day)—gaseous form, magic circle against evil, summon monster III2nd (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 strike0 (at will)—daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance, stabilizeSTATISTICSStr 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can't be tripped)Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning ReflexesSkills 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 +18Languages Celestial, Common, Draconic; telepathy 100 ft.ECOLOGYEnvironment warm forestsOrganization solitary, pair, or flight (3-6)Treasure standardSPECIAL ABILITIESSpells 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. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: bite +16 (1d8+7 plus grab and poison), or
feats: ALERTNESS, DODGE, EMPOWER SPELL, ESCHEW MATERIALSB, IMPROVED INITIATIVE, IRON WILL, LIGHTNING REFLEXES, ,