Couatl, Lord Sun-Warrior

This brilliantly colored couatl radiates a palpable air of peace and wisdom.

Lord Sun-Warrior CR 15

XP 51,200
Unique couatl
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +32


AC 28, touch 13, flat-footed 24 (+3 Dex, +1 dodge, +15 natural, –1 size)
hp 230 (20d10+120)
Fort +14, Ref +17, Will +19
Immune mind-affecting effects


Speed 20 ft., fly 60 ft. (average)
Melee bite +26 (2d6+10 plus grab and poison)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (2d6+10)
Spell-Like Abilities (CL 9th; concentration +15)

Constantdetect chaosdetect evildetect gooddetect law
At willalter selfdetect thoughts (DC 18), ethereal jaunt (CL 18th), invisibilityplane shift (DC 23)
1/yearwish (CL 20th)

Sorcerer Spells Known (caster level 12th; concentration +18)

6th (4/day)chain lightning (DC 22)
5th (6/day)breath of lifeflame strike (DC 21)
4th (7/day)charm monster (DC 20), freedom of movement, lesser geas
3rd (7/day)gaseous formhold personmagic circle against evilsummon monster III
2nd (8/day)cure moderate woundseagle’s splendorglitterdust (DC 18), scorching raysilence (DC 18)
1st (8/day)endure elementsmage armorobscuring mistprotection from chaostrue strike
0 (at will)dancing lightsdazedetect magicdisrupt undeadlightray of frostread magicresistancestabilize


Str 24, Dex 17, Con 22, Int 19, Wis 20, Cha 23
Base Atk +20; CMB +28 (+32 grapple); CMD 42 (can’t be tripped)
Feats AlertnessDiehardDodgeEmpower SpellEschew MaterialsBFlyby AttackGreat FortitudeImproved InitiativeImproved Natural Attack (bite), Iron WillLightning Reflexes
Skills Acrobatics +26 (+22 when jumping), Bluff +19, Diplomacy +29, Fly +24, Knowledge (arcana) +14, Knowledge (planes) +17, Knowledge (religion) +17, Perception +32, Sense Motive +32, Spellcraft +27, Survival +25, Use Magic Device +26
Languages Celestial, Common, Draconic, Elven, Polyglot; telepathy 100 ft.


Poison (Ex)

Injury—bite; save Fortitude DC 22; frequency 1/minute for 10 minutes; effect 1d4 Strcure 2 consecutive saves. The DC is Constitution-based.


Sun-Warrior casts spells as a 12th-level sorcerer, and can cast spells from the cleric list as well as from those normally available to a sorcerer. Cleric spells are considered arcane spells for couatls, meaning Sun-Warrior does not need a divine focus to cast them.


Best known as the ancient guardian of a tribe, “Lord Sun-Warrior” has appeared in many different lands and guises. He is a couatl of great age, and his pronouncements are well respected among the feathered serpents. Because of his venerable status, he has a number of powers that lesser couatls do not possess, including the ability to change his appearance, create terrifying fire and lighting storms in combat, and even grant wishes (though only ever in service to the greatest possible good). He often takes the guise of an extremely old or young human, inoffensive and peaceful, visiting powerful rulers, priests, and nobles to either offer guidance or dissuade them from the path of evil.

Lord Sun-Warrior acts independently of any deity, though he maintains positive relations with all of the good-aligned ones. His agenda is complex, but involves fostering the development of peaceful cultures and nations throughout many different worlds, and the discouragement or outright destruction of evil ones. In this he frequently recruits adventurers and other agents, dispatching them on quests that may not immediately make sense, and providing them with guidance and assistance as he is able. 

Section 15: Copyright Notice

Pathfinder Adventure Path #141: Last Watch © 2019, Paizo Inc.; Authors: Larry Wilhelm, with Alexander Augunas, Mike Headley, Isabelle Lee, Meagan Maricle, Patchen Mortimer, Kendra Leigh Speedling, and Greg A. Vaughan.

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