Coutlsaur (3.5e Monster)
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Coutlsaur
LG Medium Outsider (Native) | |
Init/Senses | +1/darkvision 60 ft., low-light vision, scent; Listen +2, Spot +2 |
Languages | Celestial, Draconic |
AC | 19, touch 11, flat-footed 18 (+1 Dex, +6 natural, +2 shield) |
hp | 12 (2d8+3 HD) |
Immune | Disease |
Resist | resistance to acid 10, cold 10, and electricity 10, +4 Fort saves against poison |
Fort/Ref/Will | +3 (+7 against poison)/+4/+2 |
Speed | 30 ft. (6 squares), fly 60 ft. (good) |
Melee | Masterwork maquahuitl +5 melee (1d8+3/x3) and bite +2 melee (1d6+1) or |
Melee | 2 claws +4 (1d4+3) and bite +2 melee (1d6+1) |
Base Atk/Grp | +1/+6 |
Special Actions | Daylight, smite evil, spell-like abilities |
Abilities | Str 17, Dex 12, Con 17, Int 11, Wis 14, Cha 14 |
SQ | Damage reduction 5/magic, hold breath, resistance to acid 10, cold 10, and electricity 10, spell resistance 12, weapon familiarity (maquahuitl), telepathy |
Feats | Multiattack [bonus], Weapon Focus (maquahuitl), Track [bonus] |
Skills | Balance +9*, Diplomacy +7, Heal +7, Jump +11*, Listen +7, Spot +7, Survival +7, Swim +10* |
Advancement | by character class (Cleric) |
Possessions | 1d6+2 (5) javelins, masterwork heavy wooden shield, masterwork maquahuitl |
Daylight | A coutlsaur can use a daylight effect (as the spell) at will. |
Hold Breath | A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning. |
Smite Evil | Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe. |
Telepathy | A couatl can communicate telepathically with any creature within 30 feet that has an Intelligence score, provided that the coutlsaur and the target creature share a language. The creature can respond to the coutlsaur if it wishes. |
Skills | Because of their tails, coutlsaurs have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -1 armor check penalty (-2 on Swim checks) from carrying a masterwork heavy shield. |
Spell-like abilities | 3/day-protection from evil, 1/day-bless. Caster level equals HD (usually 2nd). |
At first, the imposing, saurian figure ahead resembles a indigo-blue lizardfolk warrior, wearing tropical plumes and a feathered cloak. Your supposition is proved wrong as it unfurls massive feathered wings. Suddenly a voice, suspicious yet melodic, appears in your head and greets you
Strategies and Tactics
Coutlsaurs are skilled tacticians, attacking in concert with one another and laying traps for enemies. If given time to prepare, the leader will cast bless on itself and as many allies as possible, while each warrior will cast protection from evil on itself. They typically attack from the air, throwing javelins and other missiles, before closing in for melee combat. If seriously injured, a coutlsaur will attempt to fly out of combat, but only if it feels that fleeing will not jeopardize the safety of its allies. Their aptitude for swimming, and naturally waterproof feathers, means that coutlsaurs will utilize water-based combat if it grants an advantage in combat.
Ecology
Environment: Coutlsaurs prefer dense rainforests and warm mountainous terrain, typically residing in hidden jungle cities or secluded volcanic citadels.
Typical Physical Characteristics: Coutlsaurs are physically imposing winged saurian humanoids, averaging about seven feet tall, with a wingspan of about nine feet and a tail length of about five to six feet. Their wings, crest, and tail sport iridescent rainbow feathers, while the rest of their body is covered in small scales of indigo, blue, and green. Their heads resemble a cross between a raptor and a python, and they have forked tongues that aid their sense of smell. Their eyes are usually a deep amber, violet, or silver color, with no visible pupils, while their fangs are pearly white and their claws are jet black.
Alignment: Coutlsaurs tend towards lawful good on either or both alignment axis, much like their couatl ancestors, and thus are usually lawful good, lawful neutral, or neutral good. Some chaotic good individuals exist, but evil coutlsaurs are as rare as they are dangerous.
Advancement: Coutlsaurs favor the Cleric, Wizard, Druid, and Ranger classes, with Sorcerer, Monk, and Paladin also being common choices. Cleric is their favored class, and they have access to two of the following domains: Animal, Good, Healing, Law, Plant, or Sun.
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