Sporting a long, sinuous, snake-like body, a dragon-like head and massive feathered wings, the Coatl is more than an unlikely accident of evolution. The Coatl are powerful manipulators of the Winds of Magic, and are said to have the power to alter the jungle around them to draw invaders away from the sacred places in which they dwell, and into the leech-infested swamps surrounding them.
The Coatl are said to be a manifestation of the Old One Tepok, and are venerated by the Skink Priests as sacred creatures of the air, magic and of places of power. The Coatl are sometimes seen as messengers of the gods, beseeched when a sacred site is under threat that the power of the Old Ones will be granted to the Lizardmen.
When the Coatl attack, they rarely leave any witnesses. Those few who have lived to tell the tale speak of a terrible force of nature that is able to call upon the ancient mystical power that permeates the jungle. The Coatl appears from the skies upon a thunderous wind, churning the jungle canopy and stirring the undergrowth to a frenzy. The skies darken and the jungle shifts, and the invaders are soon hopelessly disoriented, lost within a swirling maelstrom of magical aspect.
Skink Priests gather the feathers shed by the Coatl over the centuries, for a portion of their mystic power infuses every one of them. They are then used to weave a Cloak of Feathers, a magical cape that shimmers with a power that not only wards away evil sorcery, but allows the wearer to soar into the air whenever he extends his arms.
- ↑ Master of the Sacred Planes: Whilst the Coatl is flying, any friendly ground unit that stands within range of its passive ability gains Stalk.
- ↑ Spellcaster: This unit can cast spells.
- ↑ Scaly Skin: Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.