Couatl

System: Pathfinder | SRD

Couatl CR 10
LG Outsider (native) Large
Init +7 ; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23
Defense
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, -1 size)
hp 126 (12d10+60)
Fort +9 Ref +13 Will +14
Offense
Speed 20 ft., fly 60 ft. (good)
Melee bite +16 (1d8+7 plus grab and poison)
Space 10 ft. ; Reach 5 ft.
Special Attacks constrict (1d8+7)
CMB +18 (+22 grapple) CMD 32 (can't be tripped)
Statistics
Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
Base Atk +12
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18
Languages Celestial, Common, Draconic; telepathy 100 ft.
Special Abilities
Spells A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.
Poison (Ex) The save DC is Constitution-based. Bite:
This great serpent has multicolored wings and eyes that glimmer with intense awareness.

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