Couatl

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Couatl
Large outsider (Native)
Hit Dice 9d8+18 (58 hp)
Initiative +7
Speed 20 ft. (4 squares), Fly 60 ft. (good)
Armor Class 21 (-1 size, +3 Dexterity, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple +9/+17
Attack Bite +12 melee (1d3+6 plus poison)
Full Attack Bite +12 melee (1d3+6 plus poison)
Space/Reach 10 ft./5 ft.
Special Attacks Constrict 2d8+6, improved grab, poison, psionics, spells
Special Qualities Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.
Saves Fort +8, Ref +9, Will +10
Abilities Strength 18, Dexterity 16, Constitution 14, Intelligence 17, Wisdom 19, Charisma 17
Skills Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
Feats Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
Environment Warm forests
Organization Solitary, pair, or flight (3-6)
Challenge Rating 10
Treasure Standard
Alignment Always lawful good
Advancement 10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment +7

A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.
Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below).

COMBAT

A couatl uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.

Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Strength, secondary damage 4d4 Strength.
The save DC is Constitution-based.

Psionics (Sp): At will-detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only).

Effective caster level 9th. The save DCs are Charisma-based.

Spells: A couatl casts spells as a 9th-level sorcerer.

It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/7/4; save DC 13 + spell level):

0-Cure Minor Wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance;

1st-endure elements, mage armor, protection from chaos, True Strike, Wind Wall;

2nd-cure moderate wounds, eagle's splendor, scorching ray, silence;

3rd-gaseous form, magic circle against evil, summon monster III;

4th- charm monster, freedom of movement.

ethereal jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).

Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes-no common language is needed.

COUATL LORE

Originally posted by

Dracomortis of the Wizards Community forums.

On this Thread

Characters with ranks in Knowledge (the planes) or Knowledge (psionics) can learn more about couatls. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (the planes) or Knowledge (psionics)

DC

Result

20

This beautiful serpentine creature is a couatl. This result reveals all outsiders and native traits.

25

Despite its appearance, couatls are not dragons. They do, however, use their serpentine bodies to grab and constrict foes.

30

Couatls attack creatures that are caught committing evil acts on sight, and may investigate those who seem suspicious. In battle, it uses its psionic abilities and spells from a distance, or uses its poisonous bite against those nearer to it.

35

Among its impressive arsenal of psionic powers are invisibility, plane shift, and polymorph. A couatl can also cast spells as a 9th level sorcerer, as well as those from the cleric domains of Air, Good, and Law.

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