🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

CuetzmonqualiCreature 17


UniqueNEHugeBeastFire
Source Pathfinder Lost Omens: Monsters of Myth
Perception +32 (greater darkvision, scent (imprecise) 60 feet, smoke vision)
Languages Abyssal, Ignan, Razatlani, Requian, (can't Speak Any Language)
Skills Acrobatics +30, Athletics +33, Intimidation +30, Stealth +28, Survival +30
Str +9, Dex +5, Con +8, Int -2, Wis +4, Cha +3

AC 40; Fort +32; Reflex +29; Will +26;
HP 360
Speed 40 feet (climb 30 feet, fly 20 feet)
Immunities controlled, fire, paralyzed, sleep
Weaknesses Good 15

Jaws One Action +33 (+28, +23) to hit (magical, reach 10) 2d12+15 Piercing + 2d10 Fire
Claws One Action +31 (+27, +23) to hit (agile, magical, reach 15) 2d10 Fire + 2d6+15 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 25) 2d10 Fire + 2d4+15 Piercing
Horn One Action +33 (+28, +23) to hit (magical, reach 10) 2d8+15 Piercing + 2d10 Fire

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Follower of the Flame

Cuetzmonquali recognizes the might of the wielder of the Spear of the Destroyer's Flame. Out of its respect for that strength, it follows the commands of the spear's wielder and can understand the wielder, regardless of the language the wielder speaks.

Searing Skin (aura, divine, evocation, fire)

Aura 5-foot emanation.

Cuetzmonquali's flesh burns as hot as flame. Creatures that end their turn in the emanation take 4d6 fire damage (DC 35 basic fortitude save).

Smoke Vision

Smoke doesn't impair Cuetzmonquali's vision; it ignores concealment from smoke.

Breath Weapon Two Actions (divine, evocation, fire)

Cuetzmonquali unleashes a blast of fire that deals 12d10 fire damage in a 50-foot cone (DC 38 basic reflex save). Creatures that fail their saves catch on fire and take 1d12 Persistent fire Damage. Cuetzmonquali can't use Breath Weapon again for 1d4 rounds.

Burning Venom (fire, poison)

Saving Throw DC 38 fortitude

Maximum Duration 6 rounds

Stage 1 4d6 poison plus 2d10 fire, and Enfeebled 1 (1 round)

Stage 2 6d6 poison plus 3d10 fire, and Enfeebled 2 (1 round)

Stage 3 8d6 poison plus 4d10 fire, and Enfeebled 3 (1 round)

Constrict One Action

2d6+8 bludgeoning damage plus 2d10 fire damage, DC 38 basic fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Double Sting One Action

Cuetzmonquali makes two tail Strikes, each targeting a different creature. These attacks count toward Cuetzmonquali's multiple attack penalty, but the penalty doesn't increase until after both attacks.

Impaling Charge Two Actions

Cuetzmonquali charges forward and attempts to gore a foe. It Strides and attempts a horn Strike. On a hit, the target becomes impaled on one of Cuetzmonquali's horns. The creature becomes Grabbed. If Cuetzmonquali moves, it brings the grabbed creature along with it. Cuetzmonquali doesn't need to use additional actions to keep the creature grabbed; the creature remains grabbed as long as it's impaled. The grabbed creature can attempt to Escape as normal, but the DC to do so is 40, rather than Cuetzmonquali's Athletics DC. If Cuetzmonquali critically hit the creature to impale it, that creature is Restrained for 1 round, in addition to being grabbed and impaled as per a success.

Trample Three Actions

Large or smaller, claw, DC 38 basic reflex save

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Though stories call it the Burning Dragon, Cuetzmonquali is a unique creature with no draconic heritage. Cuetzmonquali resembles an enormous reptile with large frills, two tails ending in massive stingers, and scales that appear to be made of burning flame. Cuetzmonquali is capable of growing any number of horns from its head, on which it can impale and trap its enemies. Each horn grows in a burst of searing flame that burns flesh and scales and results in a blackened obsidian spike jutting from its forehead. These horns molt off occasionally, leaving behind warnings of the beast's presence.

In combat, Cuetzmonquali is a terrifying foe who uses its horns to skewer foes, unleashes white-hot blasts of flame to devastate those who don't approach, and injects a potent burning venom that ignites a foe from within their own body, sapping their strength. Against groups of weaker foes, it simply tramples them to death underfoot. Anyone courageous enough to face Cuetzmonquali and powerful or cunning enough to slay the creature can lay claim to the treasure that lies in its belly: the legendary artifact known as the Spear of the Destroyer's Flame.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.