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Mix CouatlCreature 8


UncommonCGLargeBeastCouatl
Source Pathfinder Bestiary 3
Perception +19 (darkvision)
Languages Celestial, Common, Draconic, Telepathy 100 Feet
Skills Acrobatics +15, Arcana +18, Diplomacy +20, Nature +21, Occultism +18, Society +16, Stealth +17, Survival +15
Str +6, Dex +3, Con +4, Int +4, Wis +5, Cha +4

AC 27; Fort +14; Reflex +15; Will +19;
HP 135
Speed 15 feet (fly 50 feet)

Jaws One Action +20 (+15, +10) to hit (magical) 2d10+9 Piercing

Darkvision

A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Star Child

The mix couatl is difficult to discern against starry skies. The mix couatl can Hide in the air at night without Cover or being Concealed.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constrict One Action

2d10+4 bludgeoning, DC 26 basic fortitude


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.

Gift of Knowledge

When a mix couatl casts Modify Memory on a willing creature, the mix couatl can Sustain the Spell to modify memories for up to 60 continuous minutes.

A mix couatl can grant knowledge of a particular skill to the target as part of the spell. The mix couatl chooses Engineering Lore, Farming Lore, Fishing Lore, Hunting Lore, or Mercantile Lore. The target becomes permanently trained in the chosen skill. A creature can benefit from Gift of Knowledge only once.

Mix Couatl Venom (poison)

A mix couatl's venom deals good damage rather than poison damage to fiends

Saving Throw DC 26 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage (1d6 good damage to fiends) and Stupefied 1 (1 round)

Stage 2 2d6 poison damage (2d6 good damage to fiends), Stunned 1, and stupefied 1 (1 round)

Stage 3 2d8 poison damage (2d8 good damage to fiends), stunned 1, and Stupefied 2 (1 round)

Wrap in Coils One Action

Requirements The mix couatl has a Medium or smaller creature Grabbed or Restrained in their jaws.


Effect The mix couatl moves the creature into their coils, freeing their jaws to make attacks, then uses Constrict against the creature. The mix couatl can hold as many creatures in their coils as will fit in their space.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Primal Innate Spells (DC 26, +18 to hit)

Cantrips (4th Level): Guidance, Light, Produce Flame, Stabilize
1st Level: Create Water, Detect Alignment (At Will), Heal, Mending
2nd Level: Invisibility (Self Only), Speak with Animals
3rd Level: Fireball, Mind Reading (At Will)
4th Level: Speak with Plants
7th Level: Plane Shift (Self Only)


Mix couatls (pronounced "meesh") are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, or more esoteric knowledge like the arcane arts.


Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as intermediaries while others serve the cause of good as they see fit.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.