Mix Coatl

Creature 8
  • uncommon
  • Large
  • beast
  • couatl
  • holy
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)

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 Coatl Venom

Primal Innate Spells DC 26, attack +18; 7th interplanar teleport (self only); 4th fireball, speak with plants; 3rd mind reading (at will), heal; 2nd invisibility (self only), speak with animals; 1st create water, mending; Cantrips (1st) guidance, ignition, light, stabilize

Constrict ◆ 2d10+4 bludgeoning, DC 26 basic Fortitude

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 ◆

Source: Pathfinder Monster Core 2

Running this fight? Add the mix coatl to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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