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Azata, Veranallia

This rosy-haired woman is completely nude except for the mass of vines and leaves that cover her lower body. The plant matter silently weaves about her frame seemingly of its own volition, and consists of flourishing vines bursting with blooming flowers as well as wilted leaves covered with a silvery sheen of hoarfrost.

Veranallia Azata
CR 20

XP 307,200
CG Large outsider (azata, chaotic, extraplanar, good)
Init +12; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +39


AC 36, touch 17, flat-footed 28 (+8 Dex, +19 natural, –1 size)
hp 324 (24d10+192)
Fort +21, Ref +16, Will +22
DR 15/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 31


Speed 50 ft.; transport via plants
Melee +3 icy burst sickle +35/+30/+25/+20 (1d6+12/19–20 plus 1d6 cold), 4 vines +27 (1d8+4 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks autumnal embrace, constrict (1d8+4), rebirth
Spell-Like Abilities (CL 20th; concentration +29)

Constantdetect animals or plants, detect evil, speak with plants, transport via plants
At willblight, cure serious wounds, diminish plants, entangle (DC 20), plant growth
5/daycontrol plants (DC 27), grove of respite, wall of thorns
3/dayanimate plants, awaken, repel metal or stone
1/dayregenerate, shambler

Cleric Spells Prepared (CL 20th; concentration +28)

9thenergy drain (DC 27) (2), mass heal, storm of vengeance (DC 27)
8thcloak of chaos, earthquake, mass cure critical wounds (2), sunburst (DC 26)
7thblasphemy (DC 25), destruction (DC 25), greater restoration, mass cure serious wounds, repulsion (DC 25)
6thantilife shell, banishment (DC 24), greater dispel magic, heal, wind walk
5thbreath of life, dispel evil (DC 23) (2), greater command (DC 23), insect plague
4thantiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), neutralize poison, poison (DC 22)
3rdcontagion (DC 21), daylight, dispel magic, protection from energy, searing light, water walk
2ndalign weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration
1stdetect law, divine favor, endure elements, entropic shield, protection from evil, remove fear
0thcreate water, detect poison, light, purify food and drink


Str 28, Dex 26, Con 25, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 grapple); CMD 52 (56 vs. trip)
Feats Alertness, Cleave, Combat Casting, Combat Reflexes, Critical Focus, Great Cleave, Improved Critical (sickle), Improved Initiative, Improved Natural Attack (vine), Power Attack, Sickening Critical, Toughness
Skills Bluff +36, Climb +33, Escape Artist +35, Heal +35, Intimidate +36, Knowledge (nature) +31, Knowledge (planes) +31, Perception +39, Sense Motive +39, Stealth +31
Languages Celestial, Draconic, Infernal; speak with plants; truespeech
SQ undersized weapons, winter sickle


Autumnal Embrace (Su)

At will, a veranallia can strike any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it had to reproduce or bear children. This effect can only be removed by a heal, limited wish, miracle, or wish spell. Creatures that magically reproduce are not affected by this ability. The save DC is Charisma-based.

Rebirth (Su)

Once per day, a veranallia can reincarnate a creature she deems worthy of the honor. The creature's original body decays and sinks into the ground, affecting the surrounding area in a 1/2-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as the reincarnate spell.

Spell Casting

Veranallias cast divine spells as 20th-level clerics and have access to some druid spells. They do not gain access to domains or other cleric abilities.

Winter Sickle (Ex)

At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia's grasp, the weapon melts into a small puddle of water.