Quetzalcoatl, the Feathered Serpent
God of wind, learning, priesthood and creation; bringer of breath, ordered knowledge and cultivated life; the divine serpent who crosses the boundaries between earth, sky and the lands of the dead.
Divine Profile
Game Statistics
These statistics represent Quetzalcoatl personally manifesting divine power. Priestly visions, omens, dreams, sacred messengers and lesser avatars need not use the full encounter statistics below.
Quetzalcoatl, the Feathered Serpent
Gargantuan Celestial (Deity, Shapechanger), Neutral Good
Armor Class 30 (divine protection, natural armor)
Hit Points 1,462 (65d20 + 780)
Speed 80 ft., fly 180 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 28 (+9) | 34 (+12) | 32 (+11) | 36 (+13) | 38 (+14) |
Saving Throws Str +20, Dex +19, Con +22, Int +21, Wis +23, Cha +24
Skills Arcana +21, History +21, Insight +23, Perception +23, Performance +24, Persuasion +24, Religion +21
Damage Resistances acid, cold, fire
Damage Immunities lightning, poison, psychic, radiant, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses truesight 240 ft., passive Perception 33
Languages all languages; telepathy 500 ft.
Challenge 40 (1,200,000 XP) Proficiency Bonus +10
Traits
Divine Nature. Quetzalcoatl doesn’t require air, food, drink or sleep. He can’t be aged magically, and magic can’t alter his memories or compel him to reveal information against his will.
Divine Awareness. Quetzalcoatl knows when his name, principal titles or sacred signs are deliberately invoked in ritual within 10 miles of his current manifestation. Within Omeyocan, this awareness extends throughout his divine jurisdiction unless another deity deliberately conceals the act.
Legendary Resistance (5/Day). If Quetzalcoatl fails a saving throw, he can choose to succeed instead.
Magic Resistance. Quetzalcoatl has advantage on saving throws against spells and other magical effects.
Magic Weapons. Quetzalcoatl’s weapon and natural weapon attacks are magical.
Master of the Open Sky. Quetzalcoatl ignores difficult terrain created by wind, clouds or ordinary weather. Strong wind never hampers his movement or ranged attacks.
Keeper of Sacred Knowledge. Quetzalcoatl can’t be surprised. He automatically understands written and spoken languages he encounters, and magical effects can’t make him forget information he already knows.
Lord of Living Growth. Nonmagical vegetation within 60 feet of Quetzalcoatl is under his control. He can cause it to bloom, bear fruit, wither, open a path or resume healthy growth without using an action.
Shape of the Feathered Serpent. Quetzalcoatl can manifest as an immense Feathered Serpent, as Ehecatl-Quetzalcoatl, or in a humanoid priestly form. His statistics remain the same except where a feature specifically describes one manifestation.
Serpent of the Four Winds. While Quetzalcoatl carries his divine staff, his normal spell save DC remains 31, but the save DC of his wind, lightning and thunder powers is 33.
Divine Weapon. When Quetzalcoatl attacks with the Serpent of the Four Winds, he can use Wisdom instead of Strength for the attack and damage rolls.
Divine Domains & Spellcasting
Quetzalcoatl’s spellcasting ability is Wisdom (spell save DC 31, +23 to hit with spell attacks). He requires no material components unless a component is consumed or is itself an important magical object.
Quetzalcoatl’s domains are Air, Knowledge, Life, Light and Nature. These domains are part of his divine identity and determine his core domain-spell magic.
Air Domain Spells
- 1st: Feather Fall , Fog Cloud
- 2nd: Gust of Wind
- 3rd: Call Lightning , Sleet Storm , Wind Wall
- 5th: Control Winds
- 6th: Chain Lightning
- 9th: Storm of Vengeance
Knowledge Domain Spells
- 1st: Command , Identify
- 2nd: Detect Thoughts
- 3rd: Speak with Dead
- 5th: Legend Lore , Modify Memory
- 9th: Foresight
Life Domain Spells
- 1st: Bless , Cure Wounds
- 2nd: Lesser Restoration
- 3rd: Revivify
- 5th: Raise Dead
- 9th: Mass Heal , Power Word Heal
Light Domain Spells
- 1st: Burning Hands , Faerie Fire
- 3rd: Daylight
- 5th: Flame Strike , Wall of Light
- 6th: Sunbeam
- 9th: Prismatic Wall
Nature Domain Spells
- 1st: Entangle
- 2nd: Barkskin , Spike Growth
- 3rd: Plant Growth
- 4th: Dominate Beast
- 5th: Insect Plague , Tree Stride
Domain Casting. Quetzalcoatl can cast his domain spells of 3rd level or lower at will. He can cast each domain spell of 4th–6th level three times per day and each domain spell of 7th–9th level once per day.
Other Divine Magic. At will: Detect Magic, Dispel Magic, Light, Thaumaturgy, Tongues.
3/day each: Commune, Freedom of Movement, Greater Restoration, Heal, Plane Shift, True Seeing.
1/day each: Control Weather, Gate.
Actions
Multiattack. Quetzalcoatl makes three attacks with the Serpent of the Four Winds. In Feathered Serpent form, he can replace one staff attack with a Bite or Coiling Wind.
Serpent of the Four Winds. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 35 (4d10 + 13) bludgeoning damage plus 22 (4d10) lightning or thunder damage, Quetzalcoatl’s choice.
Bite. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 27 (6d8) radiant damage.
Coiling Wind. One Large or smaller creature Quetzalcoatl can see within 30 feet must succeed on a DC 31 Strength saving throw or be restrained by spiralling divine wind and lifted up to 40 feet into the air. The creature repeats the save at the end of each of its turns, ending the effect on a success.
Divine Gust (Recharge 5–6). Quetzalcoatl unleashes a 120-foot cone of crushing wind. Each creature in the area must make a DC 33 Strength saving throw. On a failed save, a creature takes 88 (16d10) thunder damage, is pushed up to 60 feet and knocked prone. On a successful save, it takes half as much damage and isn’t pushed or knocked prone.
Breath of the Creator (Recharge 6). Quetzalcoatl releases life-bearing divine breath in a 60-foot-radius sphere centred on a point he can see within 180 feet. Creatures of his choice regain 70 hit points and can end one of the following conditions: blinded, charmed, deafened, frightened, paralyzed or poisoned. Undead and hostile fiends in the area instead take 70 radiant damage, DC 31 Constitution save for half.
Bonus Actions
Wind Step. Quetzalcoatl teleports up to 120 feet to an unoccupied space he can see, arriving in a spiral of feathers and moving air.
Change Manifestation. Quetzalcoatl changes between his humanoid, Ehecatl and Feathered Serpent manifestations.
Reactions
Turn Aside the Storm. When Quetzalcoatl or a creature he can see within 60 feet is hit by an attack, Quetzalcoatl imposes a violent crosswind. The attacker rerolls the attack and must use the lower result.
Legendary Actions
Quetzalcoatl can take 4 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. He regains all spent legendary actions at the start of his turn.
Move. Quetzalcoatl moves up to half his speed without provoking opportunity attacks.
Staff Strike. Quetzalcoatl makes one Serpent of the Four Winds attack.
Whirlwind Passage (Costs 2 Actions). Quetzalcoatl moves up to his flying speed. Each enemy whose space he passes within 10 feet of must succeed on a DC 31 Strength saving throw or take 22 (4d10) thunder damage and be pushed 20 feet.
Domain Spell (Costs 3 Actions). Quetzalcoatl casts one available domain spell with a casting time of an action.
Mythic Trait — The Living Feathered Serpent
Avatar of Civilization (1/Day). When Quetzalcoatl’s first manifestation is reduced to 0 hit points, that manifestation dissolves rather than dying. A vast Feathered Serpent of wind, green-gold plumage and morning light immediately manifests in its space with 720 hit points. Quetzalcoatl ends all conditions affecting him, immediately recharges Divine Gust and Breath of the Creator, and his flying speed becomes 240 feet.
While this mythic manifestation persists, Quetzalcoatl retains his normal legendary actions and gains the following options.
Mythic Actions
Wingstorm. Each enemy within 20 feet must succeed on a DC 33 Strength saving throw or take 18 (4d8) thunder damage and be pushed 20 feet.
Four Winds (Costs 2 Actions). Four lines of divine wind, each 10 feet wide and 100 feet long, erupt from Quetzalcoatl in directions he chooses. A creature caught in a line makes a DC 33 Dexterity saving throw, taking 36 (8d8) lightning or thunder damage on a failure, or half as much on a success.
Morning Star (Costs 3 Actions). A blaze like Venus at dawn descends on a point Quetzalcoatl can see within 240 feet. Each hostile creature within 30 feet of that point makes a DC 31 Constitution saving throw, taking 66 (12d10) radiant damage and becoming blinded until the end of its next turn on a failure. A successful save halves the damage and prevents the blindness.
Serpent Between Worlds (Costs 3 Actions). Quetzalcoatl vanishes into a spiral of feathers and reappears in an unoccupied space within 240 feet. He can carry up to three willing creatures with him.
Lair Actions — Omeyocan
On initiative count 20, Quetzalcoatl can use one of the following lair actions. He can’t use the same effect on two consecutive rounds.
- Road of the Four Winds. Quetzalcoatl and creatures of his choice can immediately move up to half their speed without provoking opportunity attacks.
- Temple of Breath. A 30-foot-radius area fills with luminous wind until initiative count 20 on the following round. Hostile creatures treat it as difficult terrain; allied creatures starting their turn there gain 20 temporary hit points.
- Echoes of Knowledge. One creature of Quetzalcoatl’s choice gains advantage on its next attack roll, saving throw or ability check before initiative count 20 on the following round.
- Living Earth. Plants burst from a 30-foot square Quetzalcoatl can see. Hostile creatures treat the area as difficult terrain. Allied creatures in the area have half cover until the next initiative count 20.
Regional Effects
- Air within 6 miles of Quetzalcoatl’s divine presence remains clean and breathable unless another supernatural power corrupts it.
- Gentle winds carry feathers, leaves or incense smoke toward safe paths, important thresholds and places of sacred significance.
- Healthy crops and useful plants within his immediate divine influence grow vigorously and resist ordinary blight and spoilage. This does not overcome supernatural curses, divine famine or other powerful magic.
- Sincere study, skilled craft and ritual work within 1 mile often produces vivid dreams of forgotten symbols, ancestral techniques or unfinished designs.
- Dawn light and the morning star appear with unusual clarity when Quetzalcoatl wishes to signal favour or warning.
Quetzalcoatl
CR 40
NG Gargantuan outsider (divine, extraplanar, good, shapechanger)
Init +17; Senses darkvision 120 ft., true seeing, divine perception; Perception +53
Defense
AC 58, touch 27, flat-footed 49
hp 1,110; regeneration 30
Fort +45, Ref +42, Will +49
Defensive Abilities divine resilience, freedom of movement, uncanny awareness; DR 20/epic and evil; SR 51
Immune ability damage, ability drain, charm, disease, electricity, fear, mind-affecting effects, paralysis, petrification, poison and sonic damage
Resist acid 30, cold 30, fire 30
Offense
Speed 80 ft., fly 200 ft. (perfect)
Melee Serpent of the Four Winds +70/+65/+60/+55 (4d8+23 plus 4d6 electricity or sonic)
Space 20 ft.; Reach 20 ft. (30 ft. with staff)
Special Attacks breath of creation, divine gust, four winds, mythic manifestation, serpent coil, spell-like abilities
Statistics
Str 38, Dex 28, Con 34, Int 32, Wis 36, Cha 38
Base Atk +60; CMB +82; CMD 101
Skills Acrobatics +52, Diplomacy +57, Fly +55, Knowledge (arcana) +54, Knowledge (history) +54, Knowledge (nature) +54, Knowledge (planes) +54, Knowledge (religion) +54, Perception +53, Sense Motive +53, Spellcraft +54
Languages all languages; telepathy 500 ft.
Divine Domains
The PF1e forms of Quetzalcoatl’s five domains are Air, Knowledge, Healing, Sun and Plant . He uses their granted powers as a 30th-level cleric.
Domain Powers
- Air: Lightning Arc; Electricity Resistance.
- Knowledge: Lore Keeper; Remote Viewing.
- Healing: Rebuke Death; Healer’s Blessing.
- Sun: Sun’s Blessing; Nimbus of Light.
- Plant: Wooden Fist; Bramble Armor.
Domain Spells
| Level | Air | Knowledge | Healing | Sun | Plant |
|---|---|---|---|---|---|
| 1st | Obscuring Mist | Comprehend Languages | Cure Light Wounds | Endure Elements | Entangle |
| 2nd | Wind Wall | Detect Thoughts | Cure Moderate Wounds | Heat Metal | Barkskin |
| 3rd | Gaseous Form | Speak with Dead | Cure Serious Wounds | Searing Light | Plant Growth |
| 4th | Air Walk | Divination | Cure Critical Wounds | Fire Shield | Command Plants |
| 5th | Control Winds | True Seeing | Breath of Life | Flame Strike | Wall of Thorns |
| 6th | Chain Lightning | Find the Path | Heal | Fire Seeds | Repel Wood |
| 7th | Elemental Body IV (air) | Legend Lore | Regenerate | Sunbeam | Animate Plants |
| 8th | Whirlwind | Discern Location | Mass Cure Critical Wounds | Sunburst | Control Plants |
| 9th | Elemental Swarm (air) | Foresight | Mass Heal | Prismatic Sphere | Shambler |
Spell-Like Abilities
Caster Level 30th; concentration +43. Quetzalcoatl can use his domain spells as spell-like abilities. Saving throw DCs are Wisdom-based.
Constant: freedom of movement , tongues , true seeing
At will: air walk , commune , detect magic , dispel magic , feather fall , gust of wind , protection from evil, wind walk
3/day: chain lightning , control winds , greater dispel magic, greater restoration , heal , plane shift , sunbeam
1/day: control weather , gate , miracle, storm of vengeance
Special Abilities
Breath of Creation (Su). Once every 1d4 rounds, Quetzalcoatl exhales life-bearing wind in a 60-foot cone. Living creatures of his choice regain 10d10+30 hit points and may immediately attempt a new saving throw against one curse, disease, poison or mind-affecting effect. Undead and evil outsiders instead take 20d10 positive-energy damage (Will DC 53 half).
Divine Gust (Su). Every 1d4 rounds, Quetzalcoatl produces a 120-foot cone of supernatural wind. Creatures caught within it take 20d8 sonic damage and are hurled 1d6 × 10 feet on a failed Reflex save (DC 53). A successful save halves the damage and prevents the forced movement.
Four Winds (Su). As a standard action, Quetzalcoatl projects four 100-foot lines from his space. Each line deals 12d8 electricity or sonic damage. Reflex DC 53 halves.
Mythic Manifestation (Su). The first time Quetzalcoatl’s manifested form would be destroyed, it becomes the complete Feathered Serpent. He immediately heals 500 hit points, ends all harmful conditions affecting him, and gains a 240-foot perfect fly speed for 10 rounds. Divine Gust and Breath of Creation immediately recharge.
Shape of Ehecatl (Su). Quetzalcoatl may freely assume a humanoid wind-god manifestation, a priestly humanoid form or his Gargantuan Feathered Serpent form.
Quetzalcoatl
Greater Deity • Divine Rank 16 • CR 40
Gargantuan Outsider (Good, Native, Shapechanger)
Hit Dice 60d8+720 (1,200 hp)
Initiative +29
Speed 120 ft., fly 320 ft. (perfect)
Armor Class 74, touch 45, flat-footed 65
Base Attack/Grapple +60/+86
Attack Serpent of the Four Winds +89 melee
Full Attack Serpent of the Four Winds +89/+84/+79/+74 melee
Damage 4d8+23 plus 4d6 electricity or sonic (maximum damage on every successful damage roll)
Space/Reach 20 ft./20 ft.
Special Attacks breath of creation, divine gust, domain powers, four winds, salient divine abilities, spell-like abilities
Special Qualities divine aura, divine immunities, divine senses, immortality, portfolio sense, remote sensing, spontaneous divine casting, greater teleport at will, plane shift at will
Damage Reduction 30/epic
Spell Resistance 48
Fire Resistance 21
Immune acid, cold, electricity, polymorph, mind-affecting effects, ability damage, ability drain, energy drain, disease, poison, sleep, paralysis, stunning, death effects, disintegration and imprisonment
Saves Fort +60, Ref +57, Will +61
Abilities Str 38, Dex 28, Con 34, Int 32, Wis 36, Cha 38
Skills Concentration +91, Diplomacy +93, Knowledge (arcana) +90, Knowledge (history) +90, Knowledge (nature) +90, Knowledge (the planes) +90, Knowledge (religion) +90, Listen +92, Sense Motive +92, Spellcraft +90, Spot +92
Divine Rank 16
Divine Aura up to 16 miles; Will DC 40
Domains Air , Knowledge , Healing , Sun , Plant
Challenge Rating 40
Alignment Neutral Good
Greater Deity Traits
- Maximum Rolls. Quetzalcoatl automatically treats attack rolls, saving throws, skill checks, ability checks and damage rolls as the best possible result except when determining a critical threat.
- Divine Immunities. Quetzalcoatl is immune to ability damage, ability drain, energy drain, disease, poison, sleep, paralysis, stunning, death effects, disintegration, hostile form-changing effects, acid, cold and electricity.
- Divine Senses. Quetzalcoatl’s ordinary senses extend for 16 miles.
- Remote Sensing. Quetzalcoatl can simultaneously perceive up to 20 locations connected to his worshippers, holy sites, sacred objects, spoken titles or events involving his portfolio.
- Portfolio Sense. As a greater deity he automatically senses events involving his portfolio and may perceive their significance across the divine span of past and future allowed by his rank.
- Automatic Actions. Within his portfolio Quetzalcoatl can perform checks of DC 30 or lower as free actions, up to 20 such actions per round.
- Divine Travel. Greater teleport and plane shift at will, subject to divine planar restrictions.
- Immortality. Quetzalcoatl does not age and does not need to eat, sleep or breathe.
Salient Divine Abilities — 21
As a Divine Rank 16 Greater Deity, Quetzalcoatl possesses twenty-one salient divine abilities: one for each divine rank plus five additional abilities for his greater-deity status.
- Alter Size
- Alter Form
- Shapechange
- Alter Reality
- Avatar
- Clearsight
- Command Plants
- Craft Artifact
- Create Object
- Create Greater Object
- Divine Creation
- Divine Air Mastery
- Divine Fast Healing
- Divine Inspiration
- Divine Spellcasting
- Divine Shield
- Divine Radiance
- Gift of Life
- Life and Death
- Know Secrets
- Power of Nature
Domain Powers
Quetzalcoatl can use the granted powers of Air , Knowledge , Healing , Sun and Plant as appropriate to his divine rank.
Domain Spell-Like Abilities
Quetzalcoatl can use any spell from a domain he grants as a spell-like ability at will. His effective caster level for these abilities is 26th. The saving throw DC is 40 + spell level.
Special Abilities
Breath of Creation (Su). Once every 1d4 rounds, Quetzalcoatl releases life-bearing wind in a 60-foot cone. Living creatures he chooses regain 10d10+30 hit points. Undead creatures and evil outsiders instead suffer 20d10 points of positive-energy damage; Will DC 53 half.
Divine Gust (Su). Once every 1d4 rounds Quetzalcoatl creates a 120-foot cone of supernatural wind. Creatures in the area take 20d8 sonic damage and are blown backward on a failed DC 53 Reflex save. A success halves the damage.
Four Winds (Su). Quetzalcoatl may release four separate 100-foot lines as a standard action. Each inflicts 12d8 electricity or sonic damage; Reflex DC 53 half.
Shapechange (Su). Quetzalcoatl may assume the Feathered Serpent, Ehecatl-Quetzalcoatl or an appropriate humanoid manifestation as a free action.
Divine Manifestations
Quetzalcoatl is not confined to a single humanoid body. Mortals encounter different manifestations according to the god’s purpose, the ritual being performed and the aspect of his power being invoked.
The Feathered Serpent
An immense serpent clothed in brilliant green, turquoise, red and gold plumage. The body remains wholly serpentine: limbless, muscular and capable of immense natural coils. Long quetzal-like feathers form a spectacular mantle around the head and neck and continue in bands along the dorsal body.
This manifestation expresses Quetzalcoatl’s joining of earth and sky, his antiquity, creative power and ability to cross boundaries mortals consider absolute.
Ehecatl-Quetzalcoatl
When manifesting as lord of wind, Quetzalcoatl takes the recognisable form of Ehecatl-Quetzalcoatl. His ritual regalia includes the spiral-cut wind jewel, and moving air often announces his presence before any visible form appears.
Ehecatl is therefore an aspect or manifestation of Quetzalcoatl here, not a separate divine ally standing beside him.
The Priest-King
Quetzalcoatl may appear in a stately humanoid manifestation clad in fine woven garments, quetzal feathers, shell, turquoise and sacred regalia.
This form expresses priesthood, ordered knowledge, diplomacy, craft and rulership. It should not be automatically identified with the historical and legendary priest-ruler Ce Acatl Topiltzin Quetzalcoatl.
The God Behind the Serpent
Quetzalcoatl is a creator who refuses to remain distant from creation. He crosses boundaries: sky and earth, life and death, god and culture-bringer, divine mystery and practical knowledge. Temples honour him, but schools, observatories, workshops, roads and houses of learning may also express his influence.
He values knowledge that is used. An ingenious tool, a carefully preserved calendar, a dangerous journey undertaken to recover forgotten lore, or a craft taught faithfully to the next generation can interest him more than lavish but empty praise.
His benevolence should not be mistaken for softness. Quetzalcoatl is an ancient divine power whose traditions place him in cosmic struggles, dangerous descents and acts of creation purchased through sacrifice. He can be patient for generations and then act with the sudden force of a storm front.
The Bones Beneath the World
One of Quetzalcoatl’s most important creation traditions sends him not upward into the heavens but downward into Mictlan. Humanity cannot simply be spoken into existence: the remains of earlier peoples are held within the realm of death.
Quetzalcoatl enters the domain of Mictlantecuhtli and seeks the ancestral bones required for the making of the people of the present world. The journey becomes a contest of demands, deception, danger and escape.
The bones are ultimately recovered despite the dangers of Mictlan. Divine blood gives renewed life to what has been taken from the dead. Humanity therefore carries something of former worlds and something of the gods themselves: life is recovered and remade rather than simply conjured from nothing.
Omeyocan — Realm of the Feathered Serpent
In SpiralWorlds cosmology, Omeyocan is a sovereign Mesoamerican divine realm within Arcadia . It remains culturally and mythologically itself while participating in the larger ordered reality of the plane.
Quetzalcoatl maintains his principal residence here without claiming that every Mesoamerican god shares his origin or residence. Other powers retain their own divine realms, underworlds and significant cross-planar presences.
The Four Wind Roads
Four immense processional roads extend from Quetzalcoatl’s sacred precinct. Their winds differ in scent, temperature and omen, and each can open toward another divine district or, under the correct conditions, another plane.
The House of Breath
A circular sanctuary whose entrance is never entirely still. Speech carried within its central chamber may be heard far beyond the building when Quetzalcoatl wishes it, while secrets spoken under the proper rites disappear into absolute silence.
The Jade Libraries
Codices, carved signs, star tables, ritual instructions, ancestral techniques and memories from lost cities are preserved here. Some texts describe things not yet understood on Earth; others contain knowledge deliberately withdrawn from mortal circulation.
The Serpent’s Horizon
At the edge of the precinct the sky seems impossibly close. Venus appears with supernatural brilliance, while divine messengers depart along pathways of light, wind and feather.
The Serpent of the Four Winds
The Serpent of the Four Winds is a SpiralWorlds divine artifact associated with Quetzalcoatl. It takes the form of a ceremonial staff whose shaft twists like a serpent beneath feathers, shell, turquoise and signs of the four directions.
The staff is not merely a weapon. It is a focus through which Quetzalcoatl orders, redirects and joins the winds. When planted upright during a rite, loose feathers, incense smoke and hanging cords turn towards it even in perfectly still air.
Serpent of the Four Winds — 5.5e
Staff, artifact (requires attunement)
- The staff is a +3 magical weapon.
- While holding it, the bearer has resistance to lightning and thunder damage and can’t be knocked prone by wind.
- The bearer can understand and speak any language while the staff is in hand.
- The staff contains 12 charges and regains 1d8 + 4 expended charges each dawn.
The Four Winds
As an action, the bearer can expend 3 charges and release one of the following winds in a 60-foot-long, 15-foot-wide line.
| Wind | Save | Effect |
|---|---|---|
| North — Cutting Wind | Strength | 8d8 thunder damage and pushed up to 30 feet away from the bearer. |
| East — Dawn Wind | Constitution | 8d8 radiant damage; on a failed save the target is blinded until the end of its next turn. |
| South — Life Wind | — | Chosen living creatures in the line regain 6d8 + 10 hit points and may end the poisoned or frightened condition. |
| West — Storm Wind | Dexterity | 8d8 lightning damage and the target can’t take reactions until the start of its next turn. |
Open the Sky
Once per dawn, the bearer can plant the staff into earth or stone and spend 6 charges. For 10 minutes, a 100-foot-radius cylinder extending 300 feet upward becomes a domain of controlled wind.
The bearer may disperse nonmagical fog and smoke, redirect ordinary wind and precipitation, and determine which flying creatures in the area are affected by strong wind.
Quetzalcoatl’s Hand
When Quetzalcoatl himself wields the artifact, its charges do not restrict his divine powers. His wind, lightning and thunder abilities use the higher saving throw DC given in his stat block.
Worship and Priesthood
Quetzalcoatl’s worship belongs to a world in which priesthood, calendrical knowledge, sacred speech, offerings, rulership, celestial observation and the maintenance of cosmic relationships all matter.
Duties of the Priesthood
- Preserve sacred calendars, inherited records and ritual knowledge.
- Teach disciplined learning, astronomy, craft and ceremonial practice.
- Maintain sanctuaries associated with wind, breath and the Feathered Serpent.
- Interpret significant winds, celestial movements and recognised omens.
- Protect codices, teachers and valuable knowledge during war, famine or political upheaval.
- Mediate disputes involving sacred precedent, priestly authority and inherited obligation.
Signs of Favour
- A sudden clean wind during oppressive heat.
- A quetzal feather found where none should naturally occur.
- Incense smoke spiralling upward in an otherwise windless chamber.
- A damaged passage in a manuscript becoming unexpectedly legible.
- A dangerous journey opening onto a safe but unexplained road.
- Venus appearing with extraordinary clarity before an important undertaking.
Servants and Followers
Quetzalcoatl’s divine household is built first from existing SpiralWorlds creatures and genuine mortal or spiritual roles, rather than invented warrior species.
- Couatls . Feathered serpents of great wisdom make natural heralds, envoys and guardians where their own loyalties and duties align with Quetzalcoatl’s purposes.
- Priests and sacred scholars. Mortal or exalted servants entrusted with ritual, calendars, learning, diplomacy and education.
- Artisans and master craftspeople. Those whose work joins practical skill to sacred knowledge.
- Quetzal birds and serpents. Ordinary animals may act as omens or temporary messengers without becoming new monster types.
- Xolotl. In myths where the two powers are closely joined, Xolotl may act as companion, counterpart or guide rather than as a subordinate servitor.
Currently in the World — 1454
In 1454 Quetzalcoatl remains an active power in Mesoamerica. His presence is felt through priesthoods, sacred learning, wind omens, surviving traditions and the continuing authority of places associated with the Feathered Serpent.
Central Mexico is a landscape of powerful cities, competing alliances, sacred obligations and expanding political ambitions. Quetzalcoatl does not exist outside those realities as a generic god of peace. He watches how rulers employ knowledge, how priests preserve precedent, how merchants carry ideas between communities and whether power is used to sustain civilisation or merely possess it.
Periods of crop failure and hunger make his Life and Nature domains particularly important. His priests cannot simply demand that a god remove every hardship. They must preserve seed, knowledge, ritual memory, roads and community obligations while determining whether a disaster is natural, supernatural or part of a larger divine conflict.
Quetzalcoatl does not descend merely to solve mortal crises. A god who entered the realm of death to recover what humanity required understands that mortal civilisation is also defined by what people preserve, teach and rebuild when the world refuses to sustain them.
No European arrival has any role in a supposed prophecy that Quetzalcoatl must return in foreign human form. In 1454 Quetzalcoatl is already present through his cult, omens, manifestations and divine realm. His identity does not await a later conqueror.
Historical and Mythological Context
A Tradition Older Than the Mexica
The Feathered Serpent belongs to a religious and iconographic history much older and broader than the late Mexica Empire. Monumental feathered-serpent imagery appears at Teotihuacan centuries before the rise of Tenochtitlan, while related traditions later became important across numerous Mesoamerican societies.
The Temple of the Feathered Serpent at Teotihuacan therefore belongs in the deeper historical background of this page, but its ancient imagery should not be presented as though early Teotihuacan simply practised the later Mexica cult unchanged.
Cholula
Cholula became one of the great centres associated with Quetzalcoatl, priestly authority and pilgrimage. It is consequently central to understanding the god’s post-Classic religious importance.
Ehecatl-Quetzalcoatl
Quetzalcoatl’s wind manifestation is closely associated with Ehecatl. Characteristic wind-god regalia includes the spiral-cut shell ornament commonly identified as the wind jewel.
The sacred precinct of Tenochtitlan contained a distinct shrine of Ehecatl-Quetzalcoatl with the circular architecture associated with the wind god. This is more precise than describing the Templo Mayor itself simply as a temple dedicated to Quetzalcoatl.
Quetzalcoatl and Tezcatlipoca
Creation traditions do not support reducing the relationship between Quetzalcoatl and Tezcatlipoca to a simple good-god-versus-evil-god conflict. They can oppose one another, participate in successive cosmic eras and act as complementary powers whose deeds together shape the continuation of the world.
Ce Acatl Topiltzin Quetzalcoatl
Traditions concerning the god became deeply interwoven with those of Ce Acatl Topiltzin Quetzalcoatl, the celebrated priest-ruler associated with Tollan. The resulting body of stories is historically and mythologically complex.
SpiralWorlds therefore distinguishes the divine Quetzalcoatl from the priest-ruler while allowing their traditions to intersect where the historical and mythological material itself does so.
Kukulkan and Qʼuqʼumatz
Kukulkan and Qʼuqʼumatz are important Feathered Serpent powers belonging to distinct Maya traditions. They illuminate a wider Mesoamerican religious complex but are not treated simply as alternate spellings of the Mexica Quetzalcoatl.
The Cortés Return Story
The familiar claim that the Mexica straightforwardly mistook Hernán Cortés for the returning god Quetzalcoatl is not used as uncomplicated pre-Conquest history here. The story is inseparable from later colonial retelling and should not determine the god’s identity or campaign role.
Quetzalcoatl is likewise not presented as an inherently European-looking “white god.” His historical visual identity is far richer: the Feathered Serpent, Ehecatl-Quetzalcoatl and other ritual manifestations provide the basis for his appearance.
Using Quetzalcoatl in a Campaign
The Bones Are Missing
Something has been stolen from Mictlan again, but Mictlantecuhtli insists Quetzalcoatl is responsible. The god sends mortals to discover who is repeating an ancient crime—and why.
The Year of Hunger
As harvests fail, rival priesthoods interpret the same celestial omen differently. The characters must carry sacred records between cities before theological disagreement becomes political war.
The Four Winds Divide
The powers bound into the Serpent of the Four Winds have been separated. Weather patterns across several divine roads begin to fail as each wind seeks a different master.
The Smoking Mirror
Tezcatlipoca offers the party a bargain that appears to thwart Quetzalcoatl. Neither god explains why they may secretly require the same outcome.
The Lost Codex
A mortal codex contains knowledge also preserved in the Jade Libraries of Omeyocan. Quetzalcoatl wants the mortal copy preserved precisely because mortals discovered its truth independently.
A Wind from Mictlan
Cold air begins emerging from sealed tombs and carrying voices that know the names of the living. Quetzalcoatl recognises the phenomenon from his ancient descent and knows where the breach will open next.
Video
These two films serve different purposes: the first provides museum and material-culture context, while the second offers an accessible introduction to Quetzalcoatl’s mythological traditions.
Children of the Plumed Serpent
LACMA material exploring the legacy of Quetzalcoatl, rare codices, historical artworks and the wider Postclassic cultural world associated with the Plumed Serpent tradition.
Miscellaneous Myths: Quetzalcoatl
Overly Sarcastic Productions provides an accessible overview of Quetzalcoatl’s intertwined divine, creation and legendary traditions, making it a useful mythological companion to the archaeological and artistic material.
Historical and Mythological Sources
The game statistics, the Serpent of the Four Winds and Omeyocan’s integration into SpiralWorlds cosmology are campaign material. Historical and mythological context is supported by museum, archaeological and academic material.
- Los Angeles County Museum of Art — Children of the Plumed Serpent
- The Metropolitan Museum of Art — Teotihuacan: Ciudadela
- The Metropolitan Museum of Art — Feathered Serpent / Wind-God Regalia
- Instituto Nacional de Antropología e Historia — Templo de Ehécatl Quetzalcóatl
- Ancient Mesoamerica — Temple of Quetzalcoatl, Teotihuacan
