Actions/Abilities/Traits: Pathfinder 2e
Ability
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-level control weather ritual.
Ability
Divine Innate Spells
DC 42, attack +32; 10th cataclysm, primal phenomenon (once per year), revival; 9th nature's enmity, regenerate (×3), storm of vengeance, tree stride (at will); 8th polar ray (at will), sunburst (at will); 6th baleful polymorph (at will), tangling creepers (at will); Constant (9th) endure elements, speak with animals, speak with plants, tongues
Ability
Rebirth
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 chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar.
Ability
Rituals
DC 42; 6th awaken animal, commune with nature, primal call; 4th blight, plant growth; 3rd reincarnate; 2nd consecrate
Offense
Melee
Circumstance: combat round (melee)
sickle +39 [+35/+31] (agile, finesse, trip), Damage 3d4+16 slashing plus 4d6 cold and 1d6 good
Trait
Azata
This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Item
+3 greater striking sickle
Language
Draconic
Infernal
speak with animals
speak with plants
tongues
Perception
darkvision
tremorsense (imprecise) 120 feet
Resistance
cold 20
fire 20
Weakness
cold iron 20
evil 20
Actions/Abilities/Traits: Pathfinder 2e