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Couatl, Wild - Couatl, Naga
COUATL, WILD
  Large Animal
Hit Dice: 9d8+27 (67 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft., fly 50 ft. (average)
Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (2d6+4) + poison
Full Attack: Bite +9 melee (2d6+4) + poison
Space/Reach: 10 ft./5 ft.
Special Attacks: poison, spit
Special Qualities: Aquatic, darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 19, Agy 13, Sta 17, Int 2, Spt 13, Cha 10
Skills: Spot +8, Stealth +4, Swim +12
Feats: Alertness, Flyby Attack, Hover, Iron Will
Environment: Aquatic
Organization: Solitary, or flight (4–9)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: +0 (cohort)

Naga Couatl A couatl looks like a larger cousin of the wind serpents found in parts of Kalimdor – about 12 feet long, with a wingspan of about 16 feet, weighing about 900 pounds. It resembles a great serpent with a cobra’s hood, a pair of draconic (featherless) wings, with densely-packed plumes of fine feathers that form a sparse "fan" on its tail and what look like "fins" on its back. These feathers fan out brilliantly when the couatl is threatened - and are also used in colorful displays when attracting a mate.

Couatl come in a wide variety of colors, though the most common would be a deep azure blue, with frills and wings in "warm" colors (ranging from gold to deep red). The males of the species have more brilliant plumage than the females.

Couatl are amphibious creatures, equally suited for swimming through the water, slithering over the ground – and even flying through the air. Couatl in the wild normally hunt crabs and turtles, but will eat anything that looks interesting.

COMBAT
Wild couatl fight only to hunt for food, or to defend their territory if threatened. Males are more aggressive during mating season, and may mistake an individual in brightly-colored, garish clothes for a competitor. In the air, a couatl usually relies on its ranged spitting attack to weaken its target before closing in to attack with its fangs.

Amphibious (Ex): Couatl can breathe both air and water.

Poison (Ex): Injury or contact, Fortitude DC 17, initial and secondary damage 1d6 Sta. The save DC is Stamina-based.

Spit (Ex): A couatl can spit its venom up to 30 feet as a standard action, when out of water. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Skills: A couatl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Carrying Capacity: A light load for a couatl is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds. A couatl with a medium load is unable to fly under its own power; it can only glide. A couatl with a heavy load is unable to stay airborne.


COUATL, NAGA
  Large Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft., fly 50 ft. (average)
Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+17
Attack: Bite +12 melee (2d6+4) + poison
Full Attack: Bite +12 melee (2d6+4) + poison
Space/Reach: 10 ft./5 ft.
Special Attacks: devour magic, poison, spit
Special Qualities: Aquatic, darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 19, Agy 13, Sta 17, Int 2, Spt 13, Cha 10
Skills: Spot +8, Stealth +4, Swim +12
Feats: Alertness, Flyby Attack, Hover, Iron Will
Environment: Aquatic
Organization: Solitary, or flight (4–9)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral
Advancement: 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: +3 (cohort)

Naga Couatl Naga couatl are a variety of couatl that have been trained and bred by naga sirens in the Shrines of Azshara for millennia, and subjected to arcane experimentation. This special breed of magically-mutated couatl possesses an ability to "devour" magic - and have been trained to use this ability to hunt down enemy spellcasters.

COMBAT
Naga couatl are trained by naga sirens to act as defenders of the Shrines of Azshara, and to fight enemy spellcasters during battles abroad. A couatl possesses no inherent ability to sense magic, nor does it have the intelligence to identify a spellcaster on its own - but a naga couatl is trained to respond to obvious signs of magic (such as glowing auras). A naga couatl is most effective in battle when directed by a handler to attack enemy spellcasters - or to dispel beneficial spells they have put on their allies. On its own, a naga couatl trained to go after obvious manifestations of magic can often be fooled by using magical distractions (such as light cast on projectiles).

Amphibious (Ex): Couatl can breathe both air and water.

Devour Magic (Su): A naga couatl can cast dispel magic as a spell-like ability, once per round – with an effective spellcaster level equal to its hit dice. The couatl gains no real sustenance from this; to the couatl, it’s just like "candy".

Poison (Ex): Injury or contact, Fortitude DC 17, initial and secondary damage 1d6 Sta. The save DC is Stamina-based.

Spit (Ex): A couatl can spit its venom up to 30 feet as a standard action, when out of water. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Skills: A couatl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Carrying Capacity: A light load for a couatl is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds. A couatl with a medium load is unable to fly under its own power; it can only glide. A couatl with a heavy load is unable to stay airborne.


Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

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