Couatls
Renowned throughout ancient lore and the cosmos, Couatls are magnificent, celestial dragons that are considered the very guardians of the sun. With opalescent scales that shimmer and glint like a thousand tiny suns, they soar gracefully through the skies, trailing radiant beams of light in their wake. They are not just creatures of majestic beauty but also of immense power, revered as divine protectors and symbols of life-giving warmth and illumination.
Their venom is the very essence of solar fury. When a Couatl strikes, its poison doesn't merely paralyze or harm— it ignites. Those unlucky enough to be afflicted by a Couatl's bite find themselves aflame, burning with an intensity that mirrors the sun itself. Legends recount warriors and dark creatures alike being reduced to nothing but ash and cinder upon crossing paths with an angered Couatl.
But it is not just their venom that marks them as formidable foes. A Couatl's breath, infused with the sun's boundless energy, can unleash devastating beams of concentrated sunlight. These beams can incinerate enemies and obliterate barriers, radiating an overwhelming heat and brilliance. To face a Couatl is to stand against the sun's might and wrath; few have done so and lived to tell the tale. These celestial guardians serve as both beacon and barrier, ensuring that the sun's sacred flame remains untarnished by darkness.
Tier 5
Couatl
Enormous, Draconic/ Celestial
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 15 AP 3 HP 491 Posture 250
- Damage Immunities: Dark, Light
- Passive Insight/ Perception 20
- Senses True Vision
- Language Celestial Speech
Movement
Base/ Fly 35 Climb/ Swim 25 Dash 50 Stats + Skills
STR +11 DEX +5 INT -1 WIS +10 CHA -1
- LU +4: Luck Points: 4; Critical Fail: 1
Villain Action
- Serpent's Gaze When you roll Initiative, all creature within 60 feet of you must succeed on an Insight Save (DC 19), or become Scared of you for 1 turn. While Scared this way, the creature is also Paralyzed.
- Villain Save: If you fail a Save, you can spend 1 Luck Point to succeed on it instead.
Abilities
Beyond Time: You are unaffected by the effects of chronomancy spells.
Curse Immunity You are immune against being cursed
Grappler You gain advantage to all Attacks against a creature you are grappling, and any Brawling Save to escape your grapple is made with disadvantage.
Guardian You ignore Disengage when making any Attacks of Opportunities.
Actions (3)
- Serpent Tail Hit +11, Dmg 2d10 strike + 1d10 fire
- Long Reach The reach of this weapon is 60 feet.
- Containment: On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
- You can only grapple 2 creatures at once.
- Long Reach: The reach of this weapon is 15 feet.
- Bite Hit +11, Dmg 2d12 thrust
- Armor Piercer: You ignore 3 AP
- Burning Poison: On a hit, the target must succeed on an Endurance Save (DC 19), or become Poisoned (1d10, 1 turn). While Poisoned this way, the target also becomes Ignited (1d10).
- A creature that is already Poisoned takes 1d10 poison + 1d10 fire damages instead.
- Long Reach: The reach of this weapon is 15 feet.
- Triumph This Action has a limit of once per round.
- Sun Breath All creatures in a 20 feet wide and 60 feet long area in front of you must make an Agility Save (DC 19). On a fail, they take 3d10 fire and 3d10 light damage and become Ignited (1d10). On a success, they only take half that damage.
- Triumph This Action has a limit of once per round.
Tier 6
Quetzalcouatl
Gigantic, Draconic/ Celestial/ Godly
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 15 AP 5 HP 815 Posture 412
- Damage Immunities: Dark, Light
- Passive Insight/ Perception 22
- Senses True Vision
- Language Celestial Speech
Movement
Base/ Fly 70 Climb/ Swim 60 Dash 120 Stats + Skills
STR +15 DEX +5 INT -1 WIS +12 CHA -1
- LU +5: Luck Points: 5; Critical Fail: 1
Villain Action
- Serpent's Gaze When you roll Initiative, all creature within 60 feet of you must succeed on an Insight Save (DC 23), or become Scared of you for 1 turn. While Scared this way, the creature is also Paralyzed.
- Villain Save: If you fail a Save, you can spend 1 Luck Point to succeed on it instead.
Abilities
Beyond Time: You are unaffected by the effects of chronomancy spells.
Curse Immunity You are immune against being cursed
Grappler You gain advantage to all Attacks against a creature you are grappling, and any Brawling Save to escape your grapple is made with disadvantage.
Guardian You ignore Disengage when making any Attacks of Opportunities.
Actions (3)
- Serpent Tail Hit +11, Dmg 2d12 strike + 2d12 fire
- Long Reach The reach of this weapon is 60 feet.
- Containment: On a hit, an Enormous or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
- You can only grapple 4 creatures at once.
- Long Reach: The reach of this weapon is 30 feet.
- Bite Hit +11, Dmg 2d12 thrust + 1d12 fire
- Armor Piercer: You ignore 3 AP
- Burning Poison: On a hit, the target must succeed on an Endurance Save (DC 23), or become Poisoned (1d10, 1 turn). While Poisoned this way, the target also becomes Ignited (1d10).
- A creature that is already Poisoned takes 1d10 poison + 1d10 fire damages instead.
- Long Reach: The reach of this weapon is 30 feet.
- Triumph This Action has a limit of once per round.
- Sun Breath All creatures in a 120 feet wide and 300 feet long area in front of you must make an Agility Save (DC 23). On a fail, they take 4d12 fire and 4d12 light damage and become Ignited (1d10). On a success, they only take half that damage.
- Triumph This Action has a limit of once per round.