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Azata

Source Pathfinder RPG Bestiary pg. 24
Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms. Most have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle.

It is not surprising that the three best-known kinds of azatas can all fly, for they rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups or breeds of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs.

While the stoic, homebound archons call their cousins flighty, azatas are driven by a crusading nature and feel bored when forced to stay in one place too long. This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory. Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.

Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a one-azata crusade against the cruelties of the multiverse.

Most azatas originate from the untamable beauty of Elysium, created and nourished by the influx of goodly mortal souls. Like most other outsiders, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.

Azatas speak Celestial, Draconic, and Infernal, but can speak with almost any creature because of their truespeech special ability. See creature subtypes for full details on truespeech and other shared azata traits.

Azata Subtype

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. An azata possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and fire 10.
  • Truespeech (Su) All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Creatures in "Azata" Category

NameCR
Bralani6
Brijidine17
Gancanagh4
Ghaele13
Lillend7
Lyrakien2
Nualidu5
Prydanu16
Raelis10
Thyrlien4
Uinuja15
Veranallia20
Yamah5

Azata, Veranallia

This beautiful, rosy-haired woman has a lower body composed of a column of autumnal leaves and gently swaying vines.

Veranallia CR 20

Source Bestiary 6 pg. 34, Chronicle of the Righteous pg. 62
XP 307,200
CG Large outsider (azata, chaotic, extraplanar, good)
Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception +35
Aura holy aura (DC 27)

Defense

AC 36, touch 21, flat-footed 28 (+4 deflection, +8 Dex, +15 natural, –1 size)
hp 372 (24d10+240)
Fort +28, Ref +20, Will +26
DR 15/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 31

Offense

Speed 50 ft., air walk
Melee +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab)
Space 10 ft., Reach 5 ft. (10 ft. with vines)
Special Attacks autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29)
Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing
At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth
3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns 1/day—regenerate, shambler
Cleric Spells Prepared (CL 20th; concentration +28)
9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection
8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26)
7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25)
6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall
5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague
4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison
3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk
2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration
1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19)
0—create water, detect poison, light, purify food and drink

Statistics

Str 28, Dex 26, Con 31, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped)
Feats Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical
Skills Bluff +36, Climb +33, Diplomacy +36, Heal +35, Knowledge (nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31, Use Magic Device +36
Languages Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech
SQ bounteous caster, rebirth

Ecology

Environment any (Elysium)
Organization solitary, pair, or grove (3–6)
Treasure double

Special Abilities

Autumnal Embrace (Su) At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-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 per reincarnate (CL 20th).
Spells Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
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.

Description

Veranallias are among the most powerful azatas known and embody the changing of the seasons, from blossoming spring to dormant winter. They command the growth and decay of plants, control various aspects of the weather, and enrich soil with the remains of fallen foes. A veranallia stands 10 feet tall and weighs about 350 pounds.

Beautiful and majestic, the queenly veranallia has a form that combines aspects of a beautiful woman and the subtle power of nature. A veranallia appears humanoid from the waist up, but where her thighs and legs should be, she instead sprouts countless vines, leaves, and various kinds of plant matter. These flora represent the life of plants throughout all stages of the year, continually shifting from blooming, verdant colors and textures to crisp, withered specimens and back in a matter of seconds.

Veranallias hail from the wildest regions of Elysium, realms where few but the mightiest azatas dare tread. Veranallias are creatures of transition, preferring the unpredictable maelstroms of weather at Elysium’s edges to the more temperate or consistent regions of that plane. They also have a particular appreciation for areas where one element transitions into another, such as coastlines, geysers, hot springs, and underground lakes. Many among their kind can be found in the lush fields or various heavily wooded forests throughout Elysium, particularly woodlands where the flora changes color almost at random. It is thought the annual tribunals of elder veranallias are actually the source of the eldritch woodland’s transformative climate and shifting composition.

At first glance, a veranallia’s body appears to be wrapped in foliage, but these vines are actually a part of the azata’s strange physiology. She is not subject to blight or similar plants affecting magic, but attempts to use such abilities to hinder her provoke a veranallia’s ire like little else. A veranallia’s vines can entwine and crush an enemy as easily as a python would crush a field mouse. These vines often change appearance based on the veranallia’s environment, but not always in a predictable or sensible manner.

Veranallias often prefer the company of other azatas, and often have a following of faithful bralanis or ghaeles. Their volatile natures can make it quite difficult for many other creatures, even other azatas— to be involved with them. For example, lillends are not inspired by the dangerous power of veranallias, and brijidines’ (Pathfinder RPG Bestiary 2 37) belief in the cleansing power of fire does not make friendship with the verdant veranallias easy. While most other celestials concede that veranallias have only the best intentions, most would still rather deal with more predictable members of the celestial planes. Archons in particular find it almost impossible to speak to veranallias, and the noble angels and agathions have trouble following a veranallia’s leaps in logic and rapidly shifting moods.

Veranallia Elder

The most powerful of the veranallias are ancient entities indeed, beings known as veranallia elders. These veranallias appear as aged but still beautiful specimens, their upper human bodies looking like elderly women and their lower bodies always featuring what seems to be vegetation in late autumnal colors of red, yellow, and brown. As a general rule, veranallia elders have additional Hit Dice and vary in power from CR 21 to CR 25—they rarely take class levels, but often have powerful unique abilities beyond the capability of the standard veranallia. Two example veranallia elder powers are presented below.

Mastery of Life (Su): As an immediate action, the veranallia elder can target any creature within 60 feet that has been killed within the last round by a breath of life effect (CL 20th). A creature restored to life by this effect gains fast healing 20 for 10 rounds.

Create Gate (Su): A veranallia elder is able to create a gate between Elysium and the Material Plane once per day, as per the spell gate, but can do so only to allow travel between the two worlds. On the Material Plane end, the gate must open up into a wilderness area of natural beauty. Once created, such a gate exists until the veranallia elder is slain or chooses to end the effect. A veranallia elder can maintain up to three such gates at once; if it makes a fourth gate, it chooses which of the three gates that it previously created is then ended as a result.