Couatl (CR 10)
AC: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Hit Dice: 9d8+18 (58 hp)
Fort +8, Ref +9, Will +10
Speed: 20 ft., fly 60 ft. (good)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Bite +12 melee
Full Attack: Bite 12 melee
Damage: Bite 1d3+6 and poison
Special Attacks/Actions: constrict 2d8+6, Poison, Improved Grab, Psionics, Spells
Abilities: Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Special Qualities: ethereal jaunt
Feats: Dodge; Empower Spell; Eschew Materials; Hover; Improved Initiative
Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, and Use Magic device +15 (+17 scrolls)
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Warm forest
Organization: Solitary, pair, or flight (3-6)
Spells: A couatl casts spells as a 9th-level sorcerer, except that it does not need material components. It can also cast spells from the cleric list and from the Air, Good, and Law domains as arcane spells.
Psionics (Su): At will - detect chaos, detect evil, detect good, detect law, detect thoughts, invisibility, plane shift. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).
Poison (Ex): Bite, Fortitude save (DC 16); initial damage 2d4 temporary Strength, secondary damage 4d4 temporary Strength.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check against Huge or smaller creatures. Often, a couatl uses a stilled and quickened spell against other opponents while constricting a foe.
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score of at least 1. The creature can respond to the couatl if it wishes - no common language is needed.
Ethereal Jaunt (Su): This works like the spell as cast by a 16th-level sorcerer.
Skills: Arcana, history, and nature are favored Knowledge skills among couatls.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.