Veranallia
Creature 20 — azata, celestial, holy
MenderSnareLANDAERIALazatacelestialholy
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 consist
Source: pathfinder-monster-core-2
Perception +38; darkvision, tremorsense (imprecise) 120 feet
Languages diabolic, draconic, empyrean; speak with animals, speak with plants, tongues
Skills athletics +34, deception +36, diplomacy +38, Elysium Lore +36, intimidation +36, medicine +36, nature +34, survival +38
Str
+8
Dex
+6
Con
+8
Int
+6
Wis
+10
Cha
+8
Items Sickle
AC 45
Fort +36
Ref +34
Will +38
HP 475
Resistances fire 20, cold 20
Weaknesses cold-iron 20, unholy 20
Speed 40 feet, fly 40 feet
Offense
Melee Sickle (agile, finesse, holy, magical, trip) +36, Damage 3d4+12 slashing plus 4d6 cold plus 1d6 spirit
Melee Vine (holy, magical, reach-20) +36, Damage 4d12+16 bludgeoning plus 1d6 spirit plus Improved Grab
Abilities
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 — 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.
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.
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 —
Divine Innate Spells DC 42, attack +34
10th Cataclysm, Manifestation (once per year), Revival
9th Nature's Enmity, Wrathful Storm
8th Arctic Rift (At Will)
7th Regenerate, Sunburst (At Will)
6th Cursed Metamorphosis (At Will), Tangling Creepers (At Will)
5th Nature's Pathway (At Will), Truespeech (Constant)
3rd Speak with Plants (Constant)
2nd Speak with Animals (Constant)
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body keeps pressure off this support so its reach-based vine Strike and Grab stay available each round.
CrasherLAND / AERIALA heavy alpha striker benefits most from having a restorative presence nearby to offset the cost of committing to an all-in opening.
FlankerLAND / AERIALA mobile melee skirmisher can exploit the openings this creature's long reach and Grab create by locking a target in place.
PUNISHES
✖ assuming a defeated ally stays down✖ ranged reliance✖ elemental damage reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Veranallia in the encounter builder — free, no install.
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