Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 20; 2nd heal (×2), invisibility (self only); 1st command, heal, sanctuary; Cantrips (2nd) daze, guidance, mage hand, message, shield
Ability
Wing Flash
(mental, visual) The scalliwing spreads their iridescent wings and flutters them in a hypnotizing pattern. Each creature within 30 feet that can see the scalliwing must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature is flat-footed until the start of its next turn. Failure The creature is flat-footed until the start of its next turn, and it must spend its first action on its next turn admiring the scalliwing. Critical Failure The creature is flat-footed until the start of its next turn. For 1 minute, the creature must spend its first action each turn admiring the scalliwing. This effect ends if the scalliwing attacks or uses another hostile action against the affected creature.
Offense
Melee
Circumstance: combat round (melee)
fangs +10 [+6/+2] (agile, finesse), Damage 1d4+1 piercing plus 1d4 persistent poison
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
Common
Perception
darkvision