Not all couatl are magical beasts. Like wind serpents, couatl vary in more than simply size and color. Some couatl are purely nonmagical in nature, yet still large and highly venomous. These couatl lose their dispel magic ability and are animals, not magical beasts. Their CR is 5.
Poison (Ex): Contact or injury (bite or spray); Fort DC 19 negates; initial 2d6 Sta, secondary 2d6 Sta. The save DC is Stamina-based.
Venom Spray (Ex): As a standard action that provokes an attack of opportunity, a couatl may spit venom at a target. This is a ranged touch attack with a maximum range of 30 feet and no range increment. A successful hit deals poison damage, as above, and forces the creature to make a DC 17 Reflex save or be blinded for 1d4 minutes. The save DC is Stamina-based.
Skills: Couatl gain a +4 racial bonus on Listen, Spot and Stealth checks.
Space/Reach: Special Attacks:
Medium Dragon (Air, Cold, Earth, Fire)
40 ft. (8 squares), fly 150 ft. (poor), swim 60 ft. 18 (+8 natural), touch 10, flat-footed 18 +9/+12
Bite +12 melee (1d8+3) and 2 claws +10 melee
Breath weapon 4d6 (DC 17), crush, spell-like abilities
Blindsense 60 ft., darkvision 120 ft., low-light vision, boundless mind, damage reduction 5/magic, immunity to paralysis and sleep, resistance to acid 5, fire 5, and cold 5, subtype combination
Fort +10, Ref +6, Will +9 Str 17, Agy 10, Sta 16, Int 14, Spt 16, Cha 14 Appraise +7, Concentration +9, Craft (alchemy) +3, Decipher Script +8, Gather Information +8, Heal +9, Intimidate +14, Jump +9, Knowledge (arcana) +14, Listen +9, Search +8, Spellcraft +16, Spot +13, Swim +13
Blind-Fight, Improved Initiative, Multiattack, Skilled (Listen and Spot)
Temperate and warm land Solitary or clutch (2-5)
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