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Veranallia

CREATURE 20

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.


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
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.


AC 45; Fort +36, Ref +34, Will +38
HP 475; Weaknesses cold iron 20, unholy 20; Resistances fire 20, cold 20

Speed 40 feet, fly 40 feet
Melee Sickle +36 (agile, finesse, holy, magical, trip), Damage 3d4+12 slashing plus 4d6 cold plus 1d6 spirit
Melee Vine +36 (holy, magical, reach 20), Damage 4d12+16 bludgeoning plus 1d6 spirit plus Improved Grab
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.
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

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 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.

Pathfinder Monster Core 2ORC