Cuhtli
- Armor Class
- 4 [15]
- Hit Dice
- 9
- Attacks
- Sting or Spell (1d6+2)
- Special
- poison, constriction, Magic-User/Cleric spellcasting, reptile/avian charm, at-will detection/mind-reading, invisibility/incorporeality, teleportation, polymorph, darkvision
- Move
- 6 Fly 18
- HDE/XP
- 11/1,700
Description
A Cuhtli is similar to a couatl, but is as black-hearted as the former is kind. A cuhtli is a large golden serpent with a pair of raven wings and a stinger at the end of its tail. It speaks Common and can communicate with all reptiles and avians telepathically. It has Darkvision with a 90 foot range. Cuhtlies typically hide from the sun and are mostly encountered at night or during prolonged rainfalls.
In combat, a cuhtli will wrap itself around its prey, inflicting 2d6 points of damage per round. Damage is automatic once one hit is scored and the cuhtli will then use its stinger for 1d4 points of damage plus poison (saving throw against poison or die instantly) on subsequent rounds.
A cuhtli can cast spells as a Magic-user (45%), Cleric (45%) or both (10%), equivalent to their HD (9th+ level). In addition, a cuhtli at will can use Detect Invisibility, Detect Magic, Detect Thoughts (ESP), Read Languages, and a version of Charm Monster that affects reptiles and avians. A cuhtli can also become invisible and insubstantial at-will, moving at half-speed and through objects freely. A cuhtli can teleport twice per day.
A cuhtli can polymorph itself at-will, preferring reptile and avian forms, and will often use those forms in combat.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.