Quetz Coatl
CREATURE 10These sacred feathered serpents tirelessly serve the powers of knowledge and justice. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz coatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.
Quetz coatls are typically 10 to 20 feet long and weigh nearly a ton, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet. They are carnivorous, feeding on birds, mammals, and even the occasional malicious humanoid.
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.
The monster can cast its at-will spells any number of times without using up spell slots.
2d10+7 bludgeoning, DC 29 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. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage
The quetz coatl spreads their multicolored wings and radiant plumage. Each enemy in a 30-foot emanation 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, plus if the creature is unholy, it is also Stunned 3.
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.