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