Azata, Veranallia

Family: Azata

Large celestial (azata), chaotic good

Armor Class 19 (natural armor)
Hit Points 287 (23d10+161)
Speed 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 25 (+7) 24 (+7) 18 (+4) 23 (+6) 26 (+8)

Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities petrified
Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 16
Languages all
Challenge 20 (25,000 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The veranallia makes three attacks.
  • Winter Sickle. Melee Weapon Attack: +13 to hit, 10 ft. reach, 1 target. Hit: 10 (1d6 + 7). The target must make a DC 15 Dexterity saving throw or gain the grappled condition until the end of the veranallia’s next turn. They may escape the grapple with a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • Travel Via Plants. The veranallia may travel between any two plants of the same type. She does not need to know or have seen her destination. She need only have some idea of her destination or a direction, and she will exit at the nearest plant of the same type.

ABOUT

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 appears humanoid from the waist up, but where her thighs and legs should be, sprout countless vines, leaves, and various kinds of plant matter instead. 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. A veranallia stands 8 feet tall and weighs about 350 pounds.

Embodiment of Elysium. 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 dwell in the forests of Elysium, their annual gatherings transforming climate and flora at their whim.

Azata Allies. Veranallias prefer the company of bralani and ghaels, but lillends are not inspired by the dangerous power of veranallias, and brijidines’ belief in the cleansing power of fire does not make friendship with the verdant veranallias easy.

Other celestials appreciate a veranallia’s intentions but find their unpredictability frustrating.

Natural Death. Due to their power and influence, it takes a force of great evil to slay veranallias. When a veranallia does die, however, her body explodes into a fine glittering dust that covers a radius of up to a mile. This area becomes exceedingly fertile and subject to indeterminate weather. Storms, snowfalls, heat waves, and gentle showers come by turns regardless of the region’s usual climate, even on fiendish planes, though such climate cleansing does not last long there.

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, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, 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 can speak with almost any creature because of their truespeech special ability.

Wanderers. Azatas 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 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.

Knights Errant. Most azatas 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. They 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 oneazata crusade against the cruelties of the multiverse.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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