Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Xiuh Coatl is a Level 12 creature, with Armor Class 33 and 220 hit points. A majestic feathered serpent imbued with the fury of a thunderstorm, the xiuh coatl serves as a guardian of sacred sites and a champion against evil.
Saving Throws: +1 status to all saves vs. magic Telepathy 100 feet (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. Thoughtsense (Imprecise) 60 feet (mental, occult). Thoughtsense allows a monster to sense all non-mindless creatures at the listed range. +1 Status to All Saves vs. Magic Greater Constrict (1 action). 1d10+10 bludgeoning plus 1d8 electricity, DC 32 basic Fortitude save. The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute. Instrument of Retribution (3 actions) (occult, polymorph). The xiuh coatl transforms into any simple or martial weapon. The weapon is always a +2 greater striking flaming shock weapon and can be of any size, chosen by the xiuh coatl when they transform. In weapon form, the xiuh coatl gains Hardness equal to that of the weapon into which they transform, and they retain their Hit Points, saving throws, senses, telepathy, and traits while in weapon form. The xiuh coatl can Sustain to revert to their normal form. Volcanic Lightning Breath (2 actions) (fire, primal). The xiuh coatl breathes a gout of flame and lightning in an 80-foot line that deals 5d8 electricity damage and 5d8 fire damage (DC 32 basic Reflex save). The xiuh coatl can't use Volcanic Lightning Breath again for 1d4 rounds. Wrap in Coils (1 action). Requirements The xiuh coatl has a Medium or smaller creature Grabbed or Restrained in their jaws. Effect The mix coatl moves the creature into their coils, freeing their jaws to make attacks, and then uses Constrict against the creature. The mix coatl can hold as many creatures in their coils as will fit in their space. Xiuh Coatl Venom (holy, poison). To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage. Saving Throw DC 32 Fortitude save. Maximum Duration 6 rounds. Stage 1 2d8 poison damage and Enfeebled 1 (1 round). Stage 2 2d10 poison damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round). Stage 3 3d8 poison damage, Enfeebled 2, and –10-foot status penalty to all Speeds (1 round). Against unholy. Saving Throw DC 32 Fortitude save. Maximum Duration 6 rounds. Stage 1 2d8 spirit damage and Enfeebled 1 (1 round). Stage 2 2d10 spirit damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round). Stage 3 3d8 spirit damage, Enfeebled 2, and –10-foot status penalty to all Speeds (1 round) Grab (1 action). Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
220 hit points.
Level 12.
AC 33.
Speed 20 ft., fly 60 ft.
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