Xiuh CoatlCreature 12
Source Pathfinder Monster Core 2
Perception +23 (darkvision, thoughtsense (imprecise) 60 feet)
Languages Common, Draconic, Empyrean, Telepathy 100 Feet
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; Reflex +19; Will +25; +1 status to all saves vs. magic
HP 220
Speed 20 feet (fly 60 feet)
Immunities electricity, fire
Weaknesses Cold 8
Jaws
+25 (+20, +15) to hit (magical, unarmed) 2d10+10 Piercing + 2d8 FireTelepathy 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.
Thoughtsense (Imprecise) 60 feet (mental, occult)Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.
+1 Status to All Saves vs. MagicGreater Constrict
(1d10+10)[bludgeoning],1d8 electricity, DC 32 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.
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 line that deals 5d8[electricity],5d8 fire5d8 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
Requirements The xiuh 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.
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
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.
Occult Innate Spells (DC 32, +24 to hit)
Cantrips (6th Level): Detect Magic, Figment, Read Aura, Telekinetic Projectile
1st Level: Charm, Fear, Mindlink, Phantom Pain
2nd Level: Dispel Magic, Invisibility (self only, at will), See the Unseen
3rd Level: Clairaudience, Dream Message, Mind Reading (At Will), Ring of Truth
4th Level: Clairvoyance
5th Level: Illusory Scene, Sending, Wave of Despair
7th Level: Interplanar Teleport
Rituals
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.