Part of Adventure D15 Pillaging Grenvier
Couatl CR 15
Female Couatl Sorcerer 5
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23
AC 28, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +6 armor, +9 natural, –1 size)
hp 178 (12d10++5d6+85)
Fort +10, Ref +12, Will +16
Resist Acid 10, Cold 10
Speed 20 ft., fly 60 ft. (good)
Melee bite +18 (1d8+7 plus grab and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d8+7)
Spell-Like Abilities (CL 9th)
Constant—detect chaos, detect evil, detect good, detect law
At will—detect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)
Spells Known (CL 9th)
7th (3/day)—Spell Turning
6th (5/day)—Heal, Mislead
5th (7/day)— Cone of cold (14d6, DC 20), Breath of Life, Righteous Might
4th (7/day)—charm monster (DC 19), freedom of movement, Fire Shield, Enervation
3rd (7/day)—gaseous form, magic circle against evil, summon monster III, daylight
2nd (7/day)—cure moderate wounds, eagle's splendor, scorching ray, silence (DC 15)
1st (8/day)—endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)—open/close, mage hand, light, ray of frost, read magic, resistance, stabilize
Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 20
Base Atk +14; CMB +20 (+24 grapple); CMD 34 (can't be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Ability Focus (poison), Skill focus (perception), Quicken Spell, Light armor Proficiency, Arcane ARmor Training
Skills Acrobatics +18, Bluff +16, Diplomacy +25, Fly +20, Knowledge (arcana) +14, Knowledge (religion) +12, Perception +37, Sense Motive +15, Spellcraft +20, Survival +16, Use Magic Device +20
Languages Celestial, Common, Draconic; telepathy 100 ft.
Gear: Amulet of Proof against detection/location, Eyes of the Eagle, Helm of Brilliance, Wand of Cure moderate wounds (12 charges remaining), +2 Mithral chain shirt barding (14,400 gp value), belt pouch.
Jovani is an elder Couatl who shares many goals with Ashaneron while not serving him outright. She blessed the lords of krintes with two of her feathers for their selflessness in saving a small fishing village from a sahuagin demon cult. She was called by the cleric of the group Kieran two hours earlier just before he perished to a swarm of miniscule demonic dogs. She has never fought demons of this sort in her centuries of existence.
Spells A Jovani casts spells as a 14th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them. Jovani as a sorcerer has access to the celestial bloodline.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): 8/day heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures it deals, 1d4+7 damage. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4+7 damage. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.
Celestial Resistances (Ex): Resist acid and cold 10.
Poison (Ex) Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.
Couatls are servants of lawful and good deities, though some operate independently of any greater being. Respected and admired for their wisdom and beauty, they try to steer mortals onto the right path and use their powers to fight evil, particularly those known to shift between the planes. Some couatls are viewed as benevolent gods by isolated societies, and while most couatls cringe at the thought of pretending to be a god, they allow such misconceptions to continue since they allow the couatls to guide and coax these societies onto paths of peace and cooperation with their neighbors. A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs 1,800 pounds.
As native outsiders, couatls must eat. They prefer the same foods as true snakes, such as mammals and birds, though they have been known to eat evil humanoids.
As they would rather spend their time promoting their agenda than hunting, couatls appreciate offers of food, particularly small boars and large game fowl.
A couatl sometimes shows its favor to an adventurer or party that has done it a service by gifting the group with 1d4 of its brightly colored feathers. Such a freely given feather, if used as an additional material component, allows a spellcaster to cast planar ally to conjure that specific couatl without expending the typical payment of gold or other valuables—provided the the couatl approves of the service asked for by the spellcaster.
Helm of Brilliance
Aura strong varied; CL 13th
Slot head; Price 125,000 gp; Weight 3 lbs.
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows:
Diamond: Prismatic spray (save DC 20)
Ruby: Wall of fire
Fire opal: Fireball (10d6, Reflex DC 20 half)
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.
Requirements Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire; Cost 62,500 gp