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Unique Couatl

This brilliantly colored couatl radiates a palpable air of peace and wisdom.

Unique Couatl CR 15

Unique couatl
XP 51,200
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +32


AC 28, touch 13, flat-footed 24 (+3 Dex, +1 dodge, +15 natural, -1 size)
hp 230 (20d10+120)
Fort +14, Ref +17, Will +19
Immune mind-affecting effects


Speed 20 ft., fly 60 ft. (average)
Melee bite +26 (2d6+10 plus grab and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+10)
Spell-Like Abilities (CL 9th; concentration +15)

Constantdetect chaos, detect evil, detect good, detect law
At willalter self, detect thoughts (DC 18), ethereal jaunt (CL 18th), invisibility, plane shift (DC 23)
1/yearwish (CL 20th)

Sorcerer Spells Known (caster level 12th; concentration +18)

6th (4/day)chain lightning (DC 22)
5th (6/day)breath of life, flame strike (DC 21)
4th (7/day)charm monster (DC 20), freedom of movement, lesser geas
3rd (7/day)gaseous form, hold person, magic circle against evil, summon monster III
2nd (8/day)cure moderate wounds, eagle's splendor, glitterdust (DC 18), scorching ray, silence (DC 18)
1st (8/day)endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)dancing lights, daze, detect magic, disrupt undead, light, ray of frost, read magic, resistance, stabilize


Str 24, Dex 17, Con 22, Int 19, Wis 20, Cha 23
Base Atk +20; CMB +28 (+32 grapple); CMD 42 (can't be tripped)
Feats Alertness, Diehard, Dodge, Empower Spell, Eschew MaterialsB, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Lightning Reflexes
Skills Acrobatics +26 (+22 when jumping), Bluff +19, Diplomacy +29, Fly +24, Knowledge (arcana) +14, Knowledge (planes) +17, Knowledge (religion) +17, Perception +32, Sense Motive +32, Spellcraft +27, Survival +25, Use Magic Device +26
Languages Celestial, Common, Draconic, Elven, Polyglot; telepathy 100 ft.


Poison (Ex)

Injury—bite; save Fortitude DC 22; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.


He casts spells as a 12th-level sorcerer, and can cast spells from the cleric list as well as from those normally available to a sorcerer. Cleric spells are considered arcane spells for couatls, meaning he does not need a divine focus to cast them.