Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Creatures in "Couatl" Category

NameCR
Auwaz Couatl6
Chicome16
Couatl10
Lord Sun-Warrior15
Mix Couatl8
Tletli14
Xiuh Couatl12

Couatl, Chicome

The feathers of this winged serpent are hues of verdant green, save for the crimson feathers on its head and crest. Its wings let forth thin clouds of golden pollen and showers of dew.

Chicome CR 16

Source Pathfinder #143: Borne by the Sun's Grace pg. 82
XP 76,800
LG Huge outsider (native)
Init +9; Senses darkvision 120 ft., detect chaos/evil/good/ law; Perception +36
Aura resplendence (1/2 mile)

Defense

AC 31, touch 14, flat-footed 25 (+5 Dex, +1 dodge, +17 natural, –2 size)
hp 250 (20d10+140)
Fort +13, Ref +19, Will +21
DR 10/cold iron or evil; Immune acid, disease, poison; Resist cold 15, electricity 15, fire 15; SR 28

Offense

Speed 30 ft., fly 120 ft. (poor)
Melee bite +28 (2d8+15 plus grab and poison)
Space 15 ft., Reach 15 ft.
Special Attacks constrict (2d8+10)
Spell-Like Abilities (CL 18th; concentration +26)
Constant—detect chaos, detect evil, detect good, detect law
At will—detect thoughts (DC 19), ethereal jaunt, invisibility, plane shift (DC 24)
1/week—reincarnate
Spells Prepared (CL 18th; concentration +27)
9th—antipathy (DC 28), regenerate, summon nature’s ally IX
8th—control plants (DC 27), mass cure serious wounds, repel metal or stone, whirlwind (DC 27)
7th—animate plants, control weather, heal, transmute metal to wood
6th—greater dispel magic, liveoak, move earth, transport via plants, wall of stone
5th—animal growth (DC 24), awaken (DC 24), commune with nature, control winds (DC 24), hallow, wall of thorns
4th—antiplant shell, command plants (DC 23), control water, dispel magic, freedom of movement, repel vermin
3rd—daylight, dominate animal (DC 22), neutralize poison, quench (DC 22), remove disease, speak with plants
2nd—animal messenger, gust of wind (DC 21), lesser restoration, soften earth and stone, warp wood (DC 21), wood shape (DC 21)
1st—calm animals (DC 20), charm animal (DC 20), detect animals or plants, entangle (DC 20), faerie fire, obscuring mist, speak with animals
0 (at will)—create water, detect magic, know direction, purify food and drink (DC 19)

Statistics

Str 30, Dex 20, Con 25, Int 18, Wis 29, Cha 27
Base Atk +20; CMB +32 (+36 grapple); CMD 48 (can't be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative, Lightning Reflexes, Natural Spell, Spell Penetration, Widen Spell, Wingover
Skills Bluff +31, Fly +20, Intimidate +31, Knowledge (geography) +27, Knowledge (nature) +27, Perception +36, Sense Motive +36, Spellcraft +24, Stealth +20, Survival +32
Languages Celestial, Common, Draconic, Druidic; telepathy 100 ft.
SQ natural form, wild empathy +32

Ecology

Environment warm badlands or ruins
Organization solitary
Treasure standard

Special Abilities

Aura of Resplendence (Sp) A chicome constantly radiates an aura of plant growth, as the spell, providing enrichment to plants within a half-mile radius. The chicome can suppress or resume the aura as a free action.

Natural Form (Sp) Once per day as a standard action, a chicome can take the form of any animal, dragon, magical beast, or vermin with 18 Hit Dice or fewer. This functions as if using beast shape IV, form of the dragon III, magical beast shape, or vermin shape II, as appropriate, and otherwise counts as a druid’s wild shape ability for the purposes of abilities and prerequisites. The chicome can maintain this form indefinitely and can end the transformation as a free action.

Poison (Ex) Injury—bite; save Fort DC 27; frequency 1/minute for 10 minutes; effect 2d4 Str; cure 2 consecutive saves.

Spells A chicome casts spells as an 18th-level druid, but cannot swap out prepared spells to cast summon spells.

Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the chicome has a +6 racial bonus on the check. The chicome’s effective druid level is 18 for the purpose of determining its total modifier to the check.

Description

Chicomes are a powerful but gentle variety of couatl— winged serpentine outsiders who act as agents of lawful good deities—whose purpose is to reestablish nature in destroyed and ravaged lands, especially those that have been recently cleansed of evil. Chicomes accomplish this by way of powerful druidic magic and the cloud of restorative pollen and dew that constantly drifts from their wings. Like other couatls, chicomes have varicolored feathers and beautiful, glossy scales. The couatls' wing feathers are typically shades of green or brown, but their crests are always a brilliant crimson. Like for other couatls, the feathers of chicomes are incredibly powerful magic items when bestowed upon chosen mortals. Such a freely given feather can be used as the material component for a planar ally spell. In addition, if buried in at least 6 inches of soil and undisturbed for 24 hours, the feather can be used as the material component to cast a hallow spell; the spell effect tied to the hallowed site is always the enrichment version of plant growth. By using a chicome feather in this way, the caster need not expend the typical payment of gold or other valuables required by the spell.

A typical chicome is 40 feet long with a wingspan of 30 feet and weighs 5,500 pounds.

Ecology

Chicomes typically show themselves only in the aftermath of an incredible act of devastation or widespread destruction, such as a massive battle or the razing of a large settlement, and even then only if the couatl deems the area in question worthy of being restored. Their exact criteria for worthy lands are unclear; what is known is that badlands chosen by one of these blessed sky serpents are enormously enriched by the outsider’s presence. When a chicome restores the balance of nature to a ruined area, it cleanses the land of any residual toxins and contagions, such as contaminated earth or water, and plants the seeds of new life. If the restoration of healthy biomes is not enough to draw nearby wildlife back to the region— or if all the local fauna has been exhausted—the couatl uses its magic to coax animals from other corners of the world to the fledgling environment.

Habitat and Society

Chicomes are strictly solitary creatures who dwell in the lands that need their help. While they are purifying a particular region, chicomes periodically take flight to survey the area and determine whether their presence is still justified. The couatls also scout for worthy guardians in the vicinity to take over stewardship—typically a powerful awakened animal, but sometimes a nemophilist in a nearby settlement. These individuals typically become druids who learn their abilities from the chicome, though anyone the couatl deems worthy may serve as a steward of such lands, regardless of the individual’s magical prowess. Those who have received a chicome’s blessing are sometimes referred to as Children of the Chicome. If ever one such steward is slain while protecting her pocket of wilderness, her host chicome will return its child to life using its powers of reincarnation. The steward is typically reborn as the animal it most identified with in life.

Though they may serve a range of lawful and good deities, chicomes are typically agents of those gods with an aspect of nature or life, such as Erastil or Cihua Couatl, or empyreal lords like Cernunnos or Valani. Some chicomes may even serve neutral-aligned deities such as Gozreh or Feronia. Chicomes never serve deities, no matter how noble, whose portfolio includes the destruction of nature or the spread of civilization, such as Torag. Many chicomes serve no deities at all and are dedicated only to the primordial forces of nature.