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VeranalliaCreature 20


MediumAzataCelestialHoly
Source Pathfinder Monster Core 2
Perception +38 (darkvision, tremorsense (imprecise) 120 feet)
Languages Diabolic, Draconic, Empyrean, Speak With Animals, Speak With Plants, Tongues
Skills Lore +36, Athletics +34, Deception +36, Diplomacy +38, Intimidation +36, Medicine +36, Nature +34, Survival +38
Str +8, Dex +6, Con +8, Int +6, Wis +10, Cha +8

AC 45; Fort +36; Reflex +34; Will +38;
HP 475
Speed 40 feet (fly 40 feet)
Weaknesses Cold Iron 20, Unholy 20
Resistances Fire 20, Cold 20

Sickle One Action +36 (+32, +28) to hit (agile, finesse, holy, magical, trip) 4d6 Cold + 3d4+12 Slashing
Vine One Action +36 (+31, +26) to hit (holy, magical, reach 20) 4d12+16 Bludgeoning

Tremorsense 120 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Alter Weather Three Actions

Frequency three times per day


Effect The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-rank Control Weather ritual.

Rebirth (divine)

Frequency once per day


Effect The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia's chooses, Rebirth can change the creature's ancestry or heritage, typically into an nephilim.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 42, +34 to hit)

2nd Level: Speak with Animals (Constant)
3rd Level: Speak with Plants (Constant)
5th Level: Nature's Pathway (At Will), Truespeech (Constant)
6th Level: Cursed Metamorphosis (At Will), Tangling Creepers (At Will)
7th Level: Regenerate, Sunburst (At Will)
8th Level: Arctic Rift (At Will)
9th Level: Nature's Enmity, Wrathful Storm
10th Level: Cataclysm, Manifestation (once per year), Revival


Rituals

Consecrate, Reincarnate, Blight, Plant Growth, Awaken Animal, Commune, Primal Call


Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their nature hard to comprehend, but those who secure their aid find them powerful allies. The lower half of a veranallia's body is made of vegetation that constantly repeats a dizzying cycle of sprouting, blooming, thriving, and wilting. The upper half of their body appears as that of a humanoid of any gender-it is rare for a veranallia to remain consistent in their gender for more than a few seasons at a time.

Veranallias transform the landscape in their wake, bringing creation and destruction alike. The world around them overflows with an abundance of vegetation, with plenty of food for nearby animals, and when they bring destruction, they do so without cruelty, as it is sometimes necessary to make room for new life. They trigger forest fires in woodlands before dry brush piles up to dangerous levels, and bring bitter winters to areas plagued with parasites that thrive in hot weather.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Azata

This family of celestials is native to Elysium. They are typically holy and have darkvision and a weakness to cold iron and unholy.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.