CREATURE 20
Perception +38; darkvision, tremorsense (imprecise) 120 feet
Languages Celestial, Draconic, Infernal; speak with animals, speak with
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 +3 greater striking sickle
AC 45; Fort +36, Ref +34, Will +38
HP 475; Weaknesses cold iron 20, evil 20
Speed 40 feet, fly 40 feet
Melee sickle +39 (agile, finesse, trip), Damage 3d4+16 slashing plus 4d6 cold and 1d6 good
Melee vine +39 (reach 20 feet), Damage 4d12+16 bludgeoning plus 1d6 good and Improved Grab
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
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.
Rebirth (divine, necromancy) 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 aasimar.
Bestiary 2, page 31.
Open Veranallia in the interactive creatures list or browse all creatures starting with V.