Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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)
Ability
Greater Constrict
2d10+7 bludgeoning, DC 29
Ability
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)
Ability
Radiant Wings
(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.
Ability
Wrap in Coils
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +23 [+18/+13] (magical), Damage 2d10+13 piercing plus quetz couatl venom and Grab
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Couatl
A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.
Language
Celestial
Common
Draconic
telepathy 100 feet
Perception
darkvision
detect alignment