God's Land Couatl

God's Land Couatl                                                               CR 14

XP 38400

LG Large Outsider (Native)

Init +9; Senses Darkvision 60ft; Perception +28

DEFENSE
AC 36, touch 15, flat-footed 30 (-1 size, +5 Dex, +1 dodge, +21 natural)

hp 158 (15d10+75)

Fort +10, Ref +14, Will +19

Defensive Abilities Evasion

DR 20/Evil Resist Acid 10, Cold 10, Electricity 10, Fire 10 SR 22

OFFENSE
Speed fly 80 ft. (good)

Melee bite +19 (1d8+5 plus poison)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 15; concentration +23)

The save DC against a God's Land Couatl's spells is 18+ spell level. A God's Land Couatl's spells use Charisma as the primary casting attribute.

At Will: Commune with Nature, Symbol of Pain

Sorcerer spells known: (CL 14, Concentration +22)

7th-(4/day, DC 25) Form of the Dragon II

6th-(6/day, DC 24) Greater Heroism, Shadow Walk

5th-(7/day, DC 23) Prying Eyes, Cone of Cold, Hold Monster

4th-(8/day, DC 22) Detect Scrying, Locate Creature, Wall of Fire, Lesser Globe of Invulnerability

3rd-(8/day, DC 21) Wind Wall, Daylight, Tiny Hut, Invisibility Sphere

2nd-(8/day, DC 20) Resist Energy, Web, Alter Self, Touch of Idiocy, Bull's Strength

1st-(8/day, DC 19) Floating Disc, Silent Image, Identify, Animate Rope, Jump

0th-(at will, DC 18) Detect Poison, Distrupt Undead, Ghost Sound, Read Magic, Mending, Bleed, Ray of Frost, Detect Magic, Acid Splash

Special Attacks Channel Positive Energy (8d6, DC 25), Sonic Wave (40ft. radius, 14d4 sonic damage, Fort DC 22 for half, usable every 1d4 rounds), Grab (bite), Constrict (1d8+5), Poison (Ex) (bite-injury save DC 22, frequency 1/minute for 6 minutes, effect 1d8 Con damage, cure 2 consecutive saves)

STATISTICS
Str 20, Dex 20, Con 20, Int 18, Wis 26, Cha 26

Base Atk +15; CMB +21 (+25 grapple); CMD 36

Feats Alertness, Dodge, Empower Spell, Hover, Improved Initiative, Iron Will, Lightning Stance, Spell Penetration

Skills: Appraise +19, Diplomacy +23, Disguise +23, Fly +20, Knowledge (arcana) +19, Knowledge (religion) +22, Perception +28, Sense Motive +28, Spellcraft +19, Survival +23

Languages Common, Telepathy 100ft

SQ Outsider Traits

SPECIAL ABILITIES
Channel Positive Energy (Su)

A God's Land Couatl can release a wave of positive energy. This energy can by used to heal living creatures or cause damage to undead (but not both). A God's Land Couatl heals or causes 8d6 damage to each creature of the type selected in a 30-foot radius centered on the + God's Land Couatl. A God's Land Couatl can channel energy 11 times per day. Creatures damaged by the energy gain a will save (DC 25) for half damage. This is a standard action that does not provoke attacks of oppotunity.

Sonic Wave (Su)

A God's Land Couatl can cause a 40ft. radius around itself to vibrate with a damaging sonic wave. This attack causes 14d4 sonic damage and allows a DC 22 fortitude save for Half damage. A God's Land Couatl can use its Sonic Wave once every 1d4 rounds. The save DC is constitution-based.

Grab (Ex)

If a God's Land Couatl hits with its bite attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Large or smaller.

The God's Land Couatl has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict (Ex)

God's Land Couatl can crush an opponent, dealing 1d8+5 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Poison (Ex)

A God's Land Couatl can poison those it attacks. A God's Land Couatl's bite attack(s) will inflict a poison on its victims that has a fortitude save DC of 22, a frequency of 1/minute for 6 minutes, causes 1d8 con damage, and takes two saves to cure. The save DC is constitution-based.

Evasion (Ex)

A God's Land Couatl can avoid even magical and unusual attacks with great agility. If a God's Land Couatl makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the God's Land Couatl is wearing light armor or no armor. A helpless God's Land Couatl does not gain the benefit of evasion.

Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.