Xiuh Coatl
Creature 12 (rare) — beast, couatl, holy
Fiercer than other coatls, xiuh coatls (pronounced "shoo") are dedicated to seeking out malevolent creatures and offering a final opportunity at redemption. 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 +23
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
Ref +19
Will +25
HP 220
Immunities electricity, fire
Weaknesses cold 8
Speed 20 feet, fly 60 feet
Offense
Melee Jaws +25, Damage 2d10+10 piercing plus 2d8 fire
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
Thoughtsense (Imprecise) 60 feet (mental, occult) — Thoughtsense
+1 Status to All Saves vs. Magic —
Greater Constrict — 1d10+10 bludgeoning plus 1d8 electricity, DC 32 Fortitude
Greater Constrict
Instrument of Retribution (occult, polymorph) — The xiuh coatl 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 coatl when they transform. In weapon form, the xiuh coatl 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 coatl can Sustain to revert to their normal form.
Volcanic Lightning Breath (fire, primal) — The xiuh coatl breathes a gout of flame and lightning in an 80-foot type:line that deals 5d8 electricity plus 5d8 fire{5d8 electricity damage and 5d8 fire damage} (DC 32 Reflex save). The xiuh coatl can't use Volcanic Lightning Breath again for 1d4 rounds.
Wrap in Coils —
Xiuh 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 32 Fortitude
Maximum Duration 6 rounds
Stage 1 2d8 poison damage and Enfeebled 1 (1 round)
Stage 2 2d10 poison damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round)
Stage 3 3d8 poison damage, Enfeebled 2, and –10-foot status penalty to all Speeds (1 round)
Against unholy
Saving Throw DC 32 Fortitude
Maximum Duration 6 rounds
Stage 1 2d8 spirit damage and Enfeebled 1 (1 round)
Stage 2 2d10 spirit damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round)
Stage 3 3d8 spirit damage, Enfeebled 2, and –10-foot status penalty to all Speeds (1 round)
Grab — Grab
Spells
Interplanar Teleport (rank 7)
Illusory Scene (rank 5)
Sending (rank 5)
Wave of Despair (rank 5)
Atone (rank 4)
Clairvoyance (rank 4)
Clairaudience (rank 3)
Dream Message (rank 3)
Mind Reading (At Will) (rank 3)
Ring of Truth (rank 3)
Dispel Magic (rank 2)
Invisibility (self only, at will) (rank 2)
See the Unseen (rank 2)
Charm (rank 1)
Detect Magic (rank 1)
Fear (rank 1)
Figment (rank 1)
Mindlink (rank 1)
Phantom Pain (rank 1)
Read Aura (rank 1)
Telekinetic Projectile (rank 1)
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