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This great serpent has multicolored wings and eyes that glimmer with intense awareness.

Couatl CR 10

XP 9,600
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23


AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +14


Speed 20 ft., fly 60 ft. (good)
Melee bite +16 (1d8+7 plus grab and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d8+7)
Spell-Like Abilities (CL 9th)

Constantdetect chaos, detect evil, detect good, detect law
At willdetect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)

Spells Known (CL 9th)

4th (4/day)charm monster (DC 17), freedom of movement
3rd (7/day)gaseous form, magic circle against evil, summon monster III
2nd (7/day)cure moderate wounds, eagle's splendor, scorching ray, silence (DC 15)
1st (7/day)endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize


Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can't be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18
Languages Celestial, Common, Draconic; telepathy 100 ft.



A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Poison (Ex)

Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.