Mix Coatl

Level 8
Creature· beastUncommonLargeRemaster
AC
27
HP
135
Speed
15 ft.
Perception
+19
Fort
+14
Ref
+15
Will
+19
Languages common, draconic, empyrean
Senses darkvision
Skills nature +21, diplomacy +20, arcana +18, occultism +18, stealth +17, society +16, acrobatics +15, survival +15
Other Speeds fly 50 ft.
Recall Knowledge DC 26 (nature, religion)

Attacks

Melee Jaws +20 (magical, unarmed), Damage 2d10+9 piercing

Abilities

Telepathy 100 feetinteraction
Star Childinteraction

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.

Constrict

(2d10+4)[bludgeoning], DC 26 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

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 s

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

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.