Size/Type: Large Outsider (Native, Psionic)
Hit Dice: 9d8+18 (58 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+17
Attack: Bite +12 melee (1d3+6 plus poison)
Full Attack: Bite +12 melee (1d3+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 2d8+6, improved grab, poison, psi-like abilities, spells
Special Qualities: Darkvision 60 ft., change shape, ethereal jaunt, telepathy 90 ft.
Saves: Fort +8, Ref +9, Will +10
Abilities: Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
Feats: Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
Environment: Warm forests
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always lawful good
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment: +7
A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds. Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy.
Combat:
A couatl uses its detect thoughts ability on any creature that arouses its suspicions. 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.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution-based.
Psi-Like Abilities: At will—aura sight, cloud mind (DC 15), detect psionics, read thoughts (DC 15); 3/day—mental barrier (2 rounds*), metamorphosis, psionic plane shift, thought shield (power resistance 19*). Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the psionic couatl’s manifester level.
Powers: A couatl manifests powers as a 9th-level psion. It can choose its powers known from the psion list and any one psionic disciple per couatl.
Change Shape (Su): A couatl can assume the form of any Small or Medium humanoid.
Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.