VeranalliaCreature 20
Source Pathfinder Bestiary 2
Perception +38 (darkvision, tremorsense (imprecise) 120 feet)
Languages Celestial, Draconic, Infernal, Speak With Animals, Speak With Plants, Tongues
Skills Athletics +34, Deception +36, Diplomacy +38, Lore +36, 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 Coldiron 20, Evil 20
Resistances Fire 20, Cold 20
Sickle +39 (+35, +31) to hit (agile, finesse, trip) 1d6 Good + 4d6 Cold + 3d4+16 Slashing
Vine +39 (+34, +29) to hit (reach 20) 1d6 Good + 4d12+16 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
TremorsenseTremorsense 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 WeatherFrequency three times per day
Effect The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level Control Weather ritual.
Rebirth (divine, necromancy)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 aasimar.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Divine Innate Spells (DC 42, +32 to hit)
6th Level: Baleful Polymorph (At will), Tangling Creepers (At will)
8th Level: Polar Ray (At will), Sunburst (At will)
9th Level: Endure Elements (Constant), Nature's Enmity, Regenerate, Speak with Animals (Constant), Speak with Plants (Constant), Storm of Vengeance, Tongues (Constant), Tree Stride (At will)
10th Level: Cataclysm, Primal Phenomenon (Once per year), Revival
2nd Level: Consecrate
3rd Level: Reincarnate
4th Level: Blight, Plant Growth
6th Level: Awaken Animal, Commune with Nature, 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
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.