Quetz CoatlCreature 10
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; Reflex +19; Will +21;
HP 175
Speed 15 feet (fly 50 feet)
Jaws
+23 (+18, +13) to hit (holy, magical, unarmed) 2d10+13 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.
At-Will SpellsThe 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
Requirements The quetz couatl has a Medium or smaller creature Grabbed or Restrained in its jaws
Effect The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses Greater Constrict against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its 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.
Divine Innate Spells (DC 29, +21 to hit)
Cantrips (5th Level): Light, Telekinetic Hand, Vitality Lash
1st Level: Charm
2nd Level: Cleanse Affliction
3rd Level: Mind Reading (At Will)
4th Level: Divine Wrath, Vapor Form
5th Level: Breath of Life
7th Level: Interplanar Teleport (Self Only)
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 encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.
Quetz coatls are typically 10 to 20 feet long and weigh nearly a ton, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet. They are carnivorous, feeding on birds, mammals, and even the occasional malicious humanoid.
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.