Veranallia
Creature 20- 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, 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
Constant Spells
- 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 feet), Damage 4d12+16 bludgeoning plus 1d6 spirit plus Improved Grab
Divine Innate Spells DC 42, attack +34; 10th cataclysm, manifestation (once per year), revival; 9th nature's enmity, wrathful storm, regenerate, nature's pathway (at will); 8th arctic rift (at will), sunburst (at will); 6th cursed metamorphosis (at will), tangling creepers (at will); Constant (9th) truespeech, speak with plants, speak with animals
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 ◇
Source: Pathfinder Monster Core 2