Mix CoatlCreature 8
Source Pathfinder Monster Core 2
Perception +19 (darkvision)
Languages Common, Draconic, Empyrean, Telepathy 100 Feet
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; Reflex +15; Will +19;
HP 135
Speed 15 feet (fly 50 feet)
Jaws
+20 (+15, +10) to hit (magical, unarmed) 2d10+9 PiercingTelepathy 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.
Star ChildThe 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
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.
Gift of KnowledgeWhen 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
Requirements The mix coatl has a Medium or smaller creature Grabbed or Restrained in their jaws
Effect The mix coatl moves the creature into their coils, freeing their jaws to make attacks, and then uses Constrict against the creature. The mix coatl can hold as many creatures in their coils as will fit in their space.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Primal Innate Spells (DC 26, +18 to hit)
Cantrips (4th Level): Guidance, Ignition, Light, Stabilize
1st Level: Create Water, Heal, Mending
2nd Level: Invisibility (self only), Speak with Animals
3rd Level: Fireball, Mind Reading (At Will), Speak with Plants
7th Level: Interplanar Teleport (self only)
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.