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Mix Coatl

CREATURE 8

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


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.


Perception +19; darkvision
Languages Common, Draconic, Empyrean; 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
Telepathy 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.

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, unarmed), Damage 2d10+9 piercing plus Grab plus Mix Couatl Venom
Constrict

2d10+4 bludgeoning, DC 26 basic 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.

Gift of Knowledge

When a mix coatl casts Rewrite Memory on a willing creature, the mix coatl can Sustain the spell to rewrite these memories for up to 60 continuous minutes. A mix coatl can grant knowledge of a particular skill to the target as part of the spell. The mix coatl 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 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 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)

Against unholy

Saving Throw DC 26 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 spirit damage and Stupefied 1 (1 round)
Stage 2 2d6 spirit damage, Stunned 1, and stupefied 1 (1 round)
Stage 3 2d8 spirit damage, stunned 1, and Stupefied 2 (1 round)
Wrap in Coils
Requirements The mix 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.
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 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.

Pathfinder Monster Core 2ORC