Perception +21; darkvision,
Languages Celestial, Common, Draconic; telepathy 100 feet
Skills Acrobatics +16, Arcana +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, Ref +19, Will +21
HP 175
Speed 15 feet, fly 50 feet
Melee jaws +23 (magical), Damage 2d10+13 piercing plus quetz couatl venom and Grab
Divine Innate Spells DC 29; 7th
(at will), (self only); 5th , ; 4th , ; 3rd (at will); 2nd (self only, at will); Cantrips (5th) , , ; Constant (5th) (all alignments simultaneously)Greater Constrict 2d10+7 bludgeoning, DC 29
Quetz Couatl Venom (poison) A quetz couatl’s venom deals good damage rather than poison damage to fiends; 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 flat-footed (1 round); Stage 3 2d10 poison damage, enfeebled 2, and flat-footed (1 round)
Radiant Wings (divine, enchantment, incapacitation, mental, visual) The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet 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, but if the creature is evil, 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.