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Couatl, Quetz

Quetz Couatl Creature10

Uncommon LG Large Beast Couatl

Senses Perception +21; darkvision, detect alignment

Languages Celestial, Common, Draconic; telepathy 100 feet

Skills Acrobatics +16, Arcana +19, Diplomacy +22, Nature +22, Occultism +19, Religion +22, Survival +16

Str +7, Dex +3, Con +5, Int +6, Wis +5, Cha +5

AC 30; Fort +19, Ref +19, Will +21

HP 175

Speed 15 feet, fly 50 feet

Melee [one-action] jaws +23 (magical), Damage 2d10+13 piercing plus quetz couatl venom and Grab

Divine Innate Spells DC 29; 7th ethereal jaunt (at will), plane shift (self only); 5th breath of life, divine wrath; 4th charm, gaseous form; 3rd mind reading (at will); 2nd invisibility (self only, at will); Cantrips (5th) disrupt undead, light, mage hand; Constant (5th) detect alignment (all alignments simultaneously)

Greater Constrict [one-action] 2d10+7 bludgeoning, DC 29

Quetz Couatl Venom (poison) A quetz couatl’s venom deals good damage rather than poison damage to fiends; Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 2d8 poison damage, enfeebled 1, and flat-footed (1 round); Stage 3 2d10 poison damage, enfeebled 2, and flat-footed (1 round)

Radiant Wings [two-actions] (divine, enchantment, incapacitation, mental, visual) The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 Will save.

Critical Success The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours.

Success The creature is dazzled for 1 round.

Failure The creature is dazzled for 1 minute.

Critical Failure As failure, but if the creature is evil, it is also stunned 3.

Wrap in Coils [one-action] Requirements The quetz couatl has a Medium or smaller creature grabbed or restrained in its jaws; Effect The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses Greater Constrict against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space.


These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz couatls are worshiped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.

Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil humanoid.

The quetz couatl presented here is the most common of its kind, and while most adventurers and scholars refer to them simply as “couatls,” other kinds exist as well, such as the fierce xiuh couatl, the nomadic auwaz couatl, the wise mix couatl, the nurturing chicome couatl, and the furious tletli couatl.

Section 15: Copyright Notice

Pathfinder Bestiary 2 (Second Edition) © 2020, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Jesse Benner, Joseph Blomquist, Logan Bonner, Paris Crenshaw, Adam Daigle, Jesse Decker, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Keith Garrett, Scott Gladstein, Matthew Goodall, T.H. Gulliver, BJ Hensley, Tim Hitchcock, Vanessa Hoskins, James Jacobs, Brian R. James, Jason Keeley, John Laffan, Lyz Liddell, Colm Lundberg, Ron Lundeen, Jason Nelson, Randy Price, Jessica Redekop, Patrick Renie, Alistair Rigg, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Amber Stewart, Jeffrey Swank, Russ Taylor, and Jason Tondro.