Couatl (CR 12/MR 5)

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

Mythic Couatl (CR 12/MR 5)
XP 19,200
Pathfinder Roleplaying Game Bestiary
LG Large outsider (mythic, native)
Init +12MF; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23


AC 27, touch 13, flat-footed 23 (+3 Dex, +1 dodge, +14 natural, –1 size)
hp 188 (12d10+122)
Fort +10, Ref +13, Will +14
Defensive Abilities DR 10/epic


Speed 20 ft., fly 60 ft. (good)
Melee bite +16 (1d8+5 plus grab and poison), 2 wings +11 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d8+5), ether dropMF, feathered serpentMF, mythic power (7/day, surge 1d8), sacred poisonMAF, spitting snakeMAF, transcendent coilsMAF, whipping wingsMA

Spell-Like Abilities (CL 9th; concentration +13)
Constant—detect chaos, detect evil, detect good, detect law
At will—alter self, detect thoughts (DC 16), ethereal jaunt (CL 16th), invisibility, plane shift (DC 21), share language

Spells Known (CL 9th; concentration +13)
4th (5/day)—charm monsterMS (DC 18), freedom of movement
3rd (7/day)—deep slumberMS (DC 17), magic circle against evil, summon monster III
2nd (7/day)—cure moderate wounds, eagle’s splendor, scorching rayMS, silence (DC 16)
1st (7/day)—divine favor, endure elements, mage armorMS, obscuring mist, true strike
0 (at will)—daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize


Str 20, Dex 16, Con 22, Int 17, Wis 19, Cha 19
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can’t be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Extra Mythic PowerMF, Improved InitiativeMF, Iron Will, Lightning Reflexes, Mythic Spell LoreMF
Skills Acrobatics +18, Bluff +10, Diplomacy +19, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +19
Languages Celestial, Common, Draconic; telepathy 100 ft.
SQ messenger of the godsMF


Environment warm forests
Organization solitary, pair, or flight (3–6)
Treasure standard

Special Abilities

Ether Drop (Su) Whenever a mythic couatl falls, it can expend one use of its mythic power as an immediate action to become ethereal (as ethereal jaunt) just before hitting the ground, avoiding falling damage. It can do this even if it is unconscious or otherwise unable to take actions by expending two uses of its mythic power. When a mythic couatl successfully grapples a flying creature of its own size or smaller, its target cannot use its own wings to fly and falls. The mythic couatl can fall with the grappled creature, triggering this ability just before impact with the ground so that the formerly grappled creature takes falling damage but it does not. If the grappled creature is using magical flight, it does not fall unless the couatl’s weight of 1,800 pounds exceeds its heavy load. A mythic couatl is staggered for 1d3 rounds after using this maneuver.

Feathered Serpent (Ex) A mythic couatl gains two wing buffet attacks, and on a successful hit the target is dazzled until the end of the mythic couatl’s next turn. If the couatl hits the same target with both wings, it gains concealment against that target until the end of its next turn. The mythic couatl gains a +2 circumstance bonus on attack rolls against targets dazzled by its feathers.

Messenger of the Gods (Sp) A mythic couatl is seen as a divine messenger, and its words are laced with divine authority. It can use alter self and share languageat will as spell-like abilities. In addition, a mythic couatl can expend one use of its mythic power as a full-round action to use overwhelming presence (DC 23) as a spell-like ability against a single creature that understands its speech.

Poison (Ex) Injury—bite; save Fortitude DC 22; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.

Sacred Poison (Su) A mythic couatl’s poison is highly virulent against creatures with the evil subtype, bypassing their poison immunity and increasing the poison’s frequency to 1/round for 10 rounds. In addition, on a successful bite attack against such a creature a mythic couatl can expend one use of its mythic power as a swift action to use accelerate poison (DC 22 Fortitude negates) or pernicious poison on the target before resolving the effect of its poison. This is considered a supernatural effect but otherwise functions as the spell in question.

Spells 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.

Spitting Snake (Ex) A mythic couatl may spit its poison at a single target as a ranged touch attack with a range of 30 feet, or affecting all creatures within a 15-foot line or 10-foot cone-shaped burst (no attack roll required). When it spits its venom, the save DC is decreased by 2 but any creature failing its save is blinded for 1d4 rounds.

Transcendent Coils (Su) A creature grappled by a mythic couatl is affected as dimensional anchor. In addition, creatures adjacent to a mythic couatl are drawn in by a planar rippling that suppresses teleportation effects unless their creator succeeds on a DC 23 caster level check. A mythic caster can add her mythic tier on this check.

Mythic Psionic Couatl

A mythic psionic couatl has identical statistics in most respects, but gains the psionic subtype and replaces Knowledge (arcana) and Mythic Spell Lore with Knowledge (psionics) and Mythic Powers Known. In addition, it replaces a standard couatl’s spells and spell-like abilities with the following:

Psi-Like Abilities (ML 9th; concentration +13)
Constant—aura sight
At will—minor metamorphosis, empathy (DC 16), ethereal passage (CL 16th), cloud mind, planar travel (DC 21), share language

Telepath Powers Known (ML 9th; concentration +13); 87 pp
4th—charm monstersMS, C (DC 18), slip the bonds
3rd—magic circle against evilC, summon monster IIIC
2nd—animal affinity, concealing amorpha, control sound, cure moderate woundsC, energy missileMS
1st—endure elementsC, inertial armorMS, offensive precognition, inevitable strike, obscuring mistC, slumberMS
0—detect psionics, disrupt undeadC, energy splash, my light

Special Abilities

Psionics A couatl manifests powers as a 9th-level psion, but can manifest spells from the cleric list as well as those normally available to a psion. Cleric spells are considered psionic powers for a couatl, meaning that the creature does not need a divine focus to cast them. Cleric spells manifested as psionic powers cost a number of power points that a power of the spell level would normally require (7 power points for a 4th level power, etc.) Cleric spells are denoted with a C.

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