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Quetz CouatlCreature 10


UncommonLGLargeBeastCouatl
Source Pathfinder Bestiary 2
Perception +21 (darkvision, detect alignment)
Languages Celestial, Common, Draconic, Telepathy 100 Feet
Skills Acrobatics +16, Arcana +19, Diplomacy +22, Nature +22, Occultism +19, Religion +22, Survival +16
Str +7, Dex +3, Con +5, Int +6, Wis +5, Cha +5

AC 30; Fort +19; Reflex +19; Will +21;
HP 175
Speed 15 feet (fly 50 feet)

Jaws One Action +23 (+18, +13) to hit (magical) 2d10+13 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 (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.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Greater Constrict One Action

2d10 +7 #bludgeoning bludgeoning, DC 29


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. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Quetz Couatl Venom (poison)

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


Saving Throw DC 29 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Enfeebled 1 (1 round)

Stage 2 2d8 poison damage, Enfeebled 1, and Flat-Footed (1 round)

Stage 3 2d10 poison damage, Enfeebled 2, and flat-footed (1 round)

Radiant Wings Two Actions (divine, enchantment, incapacitation, mental, visual)

The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 will save.


Critical Success The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours.

Success The creature is Dazzled for 1 round.

Failure The creature is dazzled for 1 minute.

Critical Failure As failure, but if the creature is evil, it is also Stunned 3.

Wrap in Coils One Action

Requirements The quetz couatl has a Medium or smaller creature Grabbed or Restrained in its jaws


Effect The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses Greater Constrict against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its 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.


Divine Innate Spells (DC 29, +19 to hit)

Cantrips (5th Level): Disrupt Undead, Light, Mage Hand
2nd Level: Invisibility (At will) (Self only)
3rd Level: Mind Reading (At will)
4th Level: Charm, Gaseous Form
5th Level: Breath of Life, Detect Alignment (Constant) (All Alignments Simultaneously), Divine Wrath
7th Level: Ethereal Jaunt (At will), Plane Shift (At will)


These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz couatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.

Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil humanoid.


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.