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Monsters

id25
NameCouatl
SizeAndTypeLarge Outsider (Good, Lawful)
HitDice9d8+18 (58)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed20 ft., fly 60 ft. (good)
ArmorClass15 (-1 size, +3 Dex, +3 natural)
AttacksBite +12 melee
DamageBite 1d3+6 and poison
FaceAndReach5 ft. by 5 ft. (coiled)/5 ft.
SpecialAttacksSpells, psionics, poison, constrict 2d8+6
SpecialQualitiesTelepathy, ethereal jaunt
Saves_Fort8
Saves_Ref9
Saves_Will10
AbilitiesStr 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
SkillsConcentration +14, Knowledge (any three) +8, Listen +16,Search +15, Sense Motive +16, Spellcraft +15, Spot +16, Tumble +15
FeatsDodge, Improved Initiative, Still Spell
ClimateAndTerrainWarm forest
OrganizationSolitary, pair, or flight (3-6)
ChallengeRating_Value10
TreasureStandard
AlignmentAlways lawful good
Advancement10-13 HD (Large); 14-27 HD (Huge)
Description

Couatls speak Common, Draconic, and Celestial and also have the power of telepathy.

Combat

A couatl seldom attacks without provocation, though it always attacks evildoers caught red-handed. 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.

Spells: A couatl casts spells as a 9th-level sorcerer, except that it does not need material components. It can also cast spells from the cleric list and from the Air, Good, and Law domains as arcane spells.

Psionics (Su): At will: detect chaos, detect evil, detect good, detect law, detect thoughts, invisibility, plane shift, and polymorph self. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).

Poison (Ex): Bite, Fortitude save (DC 16); initial damage 2d4 temporary Strength, secondary damage 4d4 temporary Strength.

Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check against Huge or smaller creatures. Often, a couatl uses a stilled and quickened spell against other opponents while constricting a foe.

Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score of at least 1. The creature can respond to the couatl if it wishes-no common language is needed.

Ethereal Jaunt (Su): This works like the spell as cast by a 16th-level sorcerer.

Skills: Arcana, history, and nature are favored Knowledge skills among couatls.