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ScalliwingCreature 3

Source Pathfinder Adventure: Troubles in Otari
Perception +12 (darkvision)
Languages Common
Skills Acrobatics +10, Diplomacy +9, Nature +9, Religion +9
Str +1, Dex +4, Con +0, Int +0, Wis +3, Cha +3

AC 19; Fort +8; Reflex +12; Will +11;
HP 45
Speed 10 feet (fly 40 feet)

Fangs One Action +10 (+6, +2) to hit (agile, finesse) 1d4+1 Piercing


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.

Wing Flash Two Actions (mental, visual)

The scalliwing spreads their iridescent wings and flutters them in a hypnotizing pattern. Each creature within 30 feet that can see the scalliwing must attempt a DC 20 will save.

Critical Success The creature is unaffected.

Success The creature is Flat-Footed until the start of its next turn.

Failure The creature is flat-footed until the start of its next turn, and it must spend its first action on its next turn admiring the scalliwing.

Critical Failure The creature is flat-footed until the start of its next turn. For 1 minute, the creature must spend its first action each turn admiring the scalliwing. This effect ends if the scalliwing attacks or uses another hostile action against the affected creature.

Divine Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Daze, Guidance, Mage Hand, Message, Shield
1st Level: Command, Heal, Sanctuary
2nd Level: Invisibility (Self Only)

Couatls are large, brightly colored serpents with feathered wings. Good-natured, these creatures aid mortals and oppose evildoers, but sighting one presents a momentous occasion-these magnificent, albeit reclusive creatures rarely appear.

The smallest members of the couatl family, Scalliwings resemble their larger kin but are roughly the size of a house cat, and a irascible mischievous streak tempers their kindly nature. While most couatls seek to right the world's wrongs or guide mortal civilization toward societal advancement, scalliwings work on a more individual level. They claim their role is to teach goodhearted spellcasters the ways of magic, and indeed they sometimes serve-or "assist," as they're swift to correct-such spellcasters as familiars.

With iridescent scales and bright feathers, scalliwings are remarkably pretty creatures. They seem well aware of this fact and use their appearance to ingratiate themselves with others. This beauty makes some of them slightly self-aggrandizing, but other scalliwings find that their small size and relatively weak defenses put them at the mercy of cruel, larger creatures who seek to imprison them as beautiful pets and trophies. While scalliwings might cheerfully reside in a single residence indefinitely of their own volition, captive scalliwings have orchestrated devious escapes, coordinating their efforts with other creatures to cause spectacular property damage in the process.

Scalliwings measure about 2 feet long from nose to tail with wingspans of about the same length. They have life spans nearly as long as a human's. While a scalliwing appears slightly more common than their larger, reclusive kin, many mortals live entire lifetimes without ever encountering a scalliwing.



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.