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Mix Coatl

Creature 8 (uncommon) — beast, couatl, holy

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

Source: pathfinder-monster-core-2

Perception +19
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 Ref +15 Will +19
HP 135
Speed 15 feet, fly 50 feet

Offense

Melee Jaws +20, Damage 2d10+9 piercing

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
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.
Constrict — 2d10+4 bludgeoning, DC 26 Fortitude Constrict
Gift of Knowledge — When a mix coatl casts Rewrite Memory on a willing creature, the mix coatl can Sustain the spell to rewrite these memories for up to 60 continuous minutes. A mix coatl can grant knowledge of a particular skill to the target as part of the spell. The mix coatl 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 Coatl Venom (holy, poison) — To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage Saving Throw DC 26 Fortitude Maximum Duration 6 rounds Stage 1 1d6 poison damage and Stupefied 1 (1 round) Stage 2 2d6 poison damage, Stunned 1, and stupefied 1 (1 round) Stage 3 2d8 poison damage, stunned 1, and Stupefied 2 (1 round) Against unholy Saving Throw DC 26 Fortitude Maximum Duration 6 rounds Stage 1 1d6 spirit damage and Stupefied 1 (1 round) Stage 2 2d6 spirit damage, Stunned 1, and stupefied 1 (1 round) Stage 3 2d8 spirit damage, stunned 1, and Stupefied 2 (1 round)
Wrap in Coils
Grab — Grab

Spells

Interplanar Teleport (self only) (rank 7)
Fireball (rank 3)
Mind Reading (At Will) (rank 3)
Speak with Plants (rank 3)
Invisibility (self only) (rank 2)
Speak with Animals (rank 2)
Create Water (rank 1)
Guidance (rank 1)
Heal (rank 1)
Ignition (rank 1)
Light (rank 1)
Mending (rank 1)
Stabilize (rank 1)

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