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Xiuh CouatlCreature 12


RareNGLargeBeastCouatl
Source Pathfinder Bestiary 3
Perception +23 (darkvision, thoughtsense (imprecise) 60 feet)
Languages Celestial, Common, Draconic, Telepathy 100 Feet
Skills Acrobatics +21, Arcana +23, Diplomacy +26, Intimidation +26, Nature +23, Occultism +23, Society +21, Stealth +21, Survival +21
Str +7, Dex +3, Con +4, Int +5, Wis +5, Cha +6

AC 33; Fort +20; Reflex +19; Will +25; +1 status to all saves vs. magic
HP 220
Speed 20 feet (fly 60 feet)
Immunities electricity, fire
Weaknesses Cold 8

Jaws One Action +25 (+20, +15) to hit (magical) 2d10+10 Piercing + 2d8 Fire

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.

Thoughtsense (Imprecise) 60 feet (divination, mental, occult)

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

At-Will Spells

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

+1 Status to All Saves vs. MagicBreath Weapon Two Actions (arcane, evocation, fire)

The xiuh couatl breaths a gout of flame and lightning in an 80-foot line that deals 5d8 electricity damage and 5d8 fire damage (DC 32 basic reflex save).

The xiuh couatl can't use Breath Weapon again for 1d4 rounds.

Greater Constrict One Action

1d10+10 bludgeoning plus 1d8 electricity, DC 32 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. 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.

Instrument of Retribution Three Actions (occult, polymorph, transmutation)

The xiuh couatl transforms into any simple or martial weapon. The weapon is always a +2 Greater Striking Flaming Shock weapon and can be of any size, chosen by the xiuh couatl when they transform. In weapon form, the xiuh couatl gains Hardness equal to that of the weapon into which they transform, and they retain their Hit Points, saving throws, senses, telepathy, and traits while in weapon form. The xiuh couatl can revert to their normal form by spending a single action, which has the concentrate trait.

Wrap in Coils One Action

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


Effect The xiuh 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.

Xiuh Couatl Venom (poison)

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

Saving Throw DC 32 fortitude


Maximum Duration 6 rounds

Stage 1 2d8 poison damage (2d8 good damage to fiends) and Enfeebled 1 (1 round)

Stage 2 2d10 poison damage (2d10 good damage to fiends), enfeebled 1, and -5-foot status penalty to all Speeds (1 round)

Stage 3 3d8 poison damage (3d8 good damage to fiends), Enfeebled 2, and -10-foot status penalty to all Speeds (1 round).

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.


Occult Innate Spells (DC 32, +24 to hit)

Cantrips (6th Level): Detect Magic, Ghost Sound, Read Aura, Telekinetic Projectile
1st Level: Charm, Detect Alignment (At Will), Fear, Mindlink, Phantom Pain
2nd Level: Dispel Magic, Invisibility (Self Only) (At Will), See Invisibility
3rd Level: Clairaudience, Dream Message, Mind Reading (At Will), Zone of Truth
4th Level: Clairvoyance
5th Level: Crushing Despair, Illusory Scene, Sending
7th Level: Plane Shift (Self Only)

Rituals

4th Level: Atone


Fiercer than other couatls, xiuh couatls (pronounced "shoo") are dedicated to seeking out malevolent creatures and offering a final opportunity at redemption.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.