Couatls speak Common, Draconic, and Celestial and also have
the power of telepathy.
Combat
A couatl seldom attacks without provocation, though it always
attacks evildoers caught red-handed. Since it is highly
intelligent, a couatl usually casts spells from a distance before
closing. If more than one couatl is involved, they discuss their
strategy before a battle.
Spells: A couatl casts spells as a 9th-level sorcerer, except
that it does not need material components. It can also cast
spells from the cleric list and from the Air, Good, and Law
domains as arcane spells.
Psionics (Su): At will: detect chaos, detect evil, detect
good, detect law, detect thoughts, invisibility, plane shift, and
polymorph self. These abilities are as the spells cast by a
9th-level sorcerer (save DC 13 + spell level).
Poison (Ex): Bite, Fortitude save (DC 16); initial damage 2d4
temporary Strength, secondary damage 4d4 temporary Strength.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a
successful grapple check against Huge or smaller creatures.
Often, a couatl uses a stilled and quickened spell against other
opponents while constricting a foe.
Telepathy (Su): A couatl can communicate telepathically with
any creature within 90 feet that has an Intelligence score of at
least 1. The creature can respond to the couatl if it wishes-no
common language is needed.
Ethereal Jaunt (Su): This works like the spell as cast by a
16th-level sorcerer.
Skills: Arcana, history, and nature are favored Knowledge
skills among couatls.
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