PropertyValue
rdfs:label
  • Coutlsaur (3.5e Monster)
rdfs:comment
  • Coutlsaurs are skilled tacticians, attacking in concert with one another and laying traps for enemies. If given time to prepare, a coutlsaur 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.
Summary
  • Mysterious guardians of jungle temples, descended from coutls and lizardfolk.
sens
  • darkvision 60 ft., low-light vision
dcterms:subject
Author name
  • Paleomancer
Will
  • +2
Fort
  • +3
DEX
  • 12
feats
  • Multiattack [bonus], Weapon Focus
Listen
  • +2
Melee
  • 2
  • Masterwork maquahuitl +5 melee and bite +2 melee
init
  • +1
str
  • 17
touch
  • 11
CHA
  • 14
BAB
  • +1
sq
  • Damage reduction 5/magic, hold breath, spell resistance 12, weapon familiarity , telepathy
spd
  • 30
Wis
  • 14
dbkwik:dungeons/property/wikiPageUsesTemplate
date created
  • 2010-08-18
Skills
  • Balance +9*, Diplomacy +7, Heal +7, Jump +11*, Listen +7, Spot +7, Survival +7, Swim +10*
AL
Status
  • In progress
Name
  • Coutlsaur
Type
  • Outsider
Poss
  • 1
spot
  • +2
acmods
  • +1 Dex, +6 natural, +2 shield
con
  • 17
flat
  • 18
cr
  • 2
freq
  • 1
  • 3
san
  • Skills
  • Telepathy
  • Daylight
  • Smite Evil
  • Hold Breath
HD
  • 2
AC
  • 19
Resist
  • resistance to acid 10, cold 10, and electricity 10, +4 Fort saves against poison
Lang
  • Celestial, Draconic
favcls
int
  • 11
sad
  • A coutlsaur can use a daylight effect at will.
  • 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 for carrying a masterwork heavy shield.
  • 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.
  • Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD against an evil foe.
  • A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
grp
  • +6
HP
  • 12
SA
  • Daylight, smite evil, spell-like abilities
Ranged
  • Javelin +2 ranged
ref
  • +4
Size
Immune
  • Disease
sla1/day
  • aid, bless, detect evil CL 2nd
sla3/day
  • protection from evil
abstract
  • Coutlsaurs are skilled tacticians, attacking in concert with one another and laying traps for enemies. If given time to prepare, a coutlsaur 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.