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Quetz Coatl

Creature 10 (uncommon) — beast, couatl, holy

WeaverSnareLANDAERIALbeastholycouatl

These sacred feathered serpents tirelessly serve the powers of knowledge and justice. 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 coatls are worshipped as divinities in remote or isolated societies, and while they do not

Source: pathfinder-monster-core

Perception +21; darkvision; detect alignment
Languages common, empyrean, sussuran, utopian; Telepathy 100 feet
Skills acrobatics +16, arcana +19, athletics +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 Ref +19 Will +21
HP 175
Speed 15 feet, fly 50 feet

Offense

Melee Jaws (holy, magical, unarmed) +23, Damage 2d10+13 piercing plus Grab, Quetz Couatl Venom

Abilities

Telepathy 100 feet (aura, magical, mental) — 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.
Greater Constrict — 2d10+7 bludgeoning, DC 29 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.
Quetz Couatl 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 29 Fortitude;

Maximum Duration 6 rounds

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

Stage 2 2d8 poison damage, enfeebled 1, and Off-Guard (1 round)

Stage 3 2d10 poison damage, Enfeebled 2, and off-guard (1 round)
Radiant Wings (divine, incapacitation, light, mental, visual) — The quetz coatl spreads their multicolored wings and radiant plumage. Each enemy in a 30-foot emanation 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, plus if the creature is unholy, it is also Stunned 3.
Wrap in Coils
Grab
Divine Innate Spells DC 29, attack +21
7th Interplanar Teleport (Self Only)
5th Breath of Life
4th Divine Wrath, Vapor Form
3rd Mind Reading (At Will)
2nd Cleanse Affliction
1st Charm
Cantrips (7th) Light, Telekinetic Hand, Vitality Lash

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline ally occupies melee range while the coatl controls from its aura and casts at will.
CrasherLAND / AERIALA mobile brute finishes off targets that are Grabbed or afflicted by the venom's escalating stages.
SniperLAND / AERIALRanged support exploits targets weakened by the aura's Will-based effects.

PUNISHES

✖ low Will saves✖ low Fortitude✖ isolated targets
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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