Mix Couatl

Mix Couatl

Creature 8

Perception +19; darkvision

Languages Celestial, Common, Draconic; 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

Star Child The mix couatl is difficult to discern against starry skies. The mix couatl can Hide in the air at night without cover or being concealed.

AC 27; Fort +14, Ref +15, Will +19

HP 135

Speed 15 feet, fly 50 feet

Melee jaws +20 (magical), Damage 2d10+9 piercing plus mix couatl venom and Grab

Primal Innate Spells DC 26, attack +18; 7th 

(self only); 4th ; 3rd , (at will); 2nd  (at will) (self only), ; 1st ; Cantrips (4th) 

Constrict 2d10+4 bludgeoning, DC 26

Gift of Knowledge When a mix couatl casts 

on a willing creature, the mix couatl can Sustain the Spell to modify memories for up to 60 continuous minutes. A mix couatl can grant knowledge of a particular skill to the target as part of the spell. The mix couatl 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 Couatl Venom (poison) A mix couatl’s venom deals good damage rather than poison damage to fiends; 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)

Wrap in Coils Requirements The mix couatl has a Medium or smaller creature grabbed or restrained in their jaws; Effect The mix couatl moves the creature into their coils, freeing their jaws to make attacks, then uses Constrict against the creature. The mix couatl can hold as many creatures in their coils as will fit in their space.

Mix Couatl

Mix couatls (pronounced “meesh”) are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, or more esoteric knowledge like the arcane arts.