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Couatl

Couatl

MapTool Token

NameCouatl
Sorted NameCouatl
FamilyCouatl
Size and TypeLarge Outsider (native)
Hit Dice Count12
Hit Dice12d10+60 (126 hp)
Random Hit Points12d10+60 - 60
Initiative+7
Speed20 ft., fly 60 ft. (good)
Armor Class22, 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/Reach10 ft./5 ft.
Special Attacksconstrict (1d8+7)
Special Qualities

darkvision 60 ft., detect chaos/evil/good/law;

SavesFort +9, Ref +13, Will +14
AbilitiesStr 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

Environmentwarm forests
Challenge Rating10
Organization

solitary, pair, or flight (3-6)

Treasurestandard
AlignmentLG
VersionPRPG-O
SourcesPathfinder RPG (Open)

Couatl

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



Couatl

CR 10

XP 9,600
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23

DEFENSE

AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, -1 size)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +14

OFFENSE

Spd 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 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, obscuring mist, ray of frost, read magic, resistance, stabilize

STATISTICS

Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can't be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes
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
Languages Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment warm forests
Organization solitary, pair, or flight (3-6)
Treasure standard

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.


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.

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.


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feats: ALERTNESS, DODGE, EMPOWER SPELL, ESCHEW MATERIALSB, IMPROVED INITIATIVE, IRON WILL, LIGHTNING REFLEXES, ,


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