Archives of Nethys

Pathfinder | Starfinder

All | Unique

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


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
Raelis10
Thyrlien4
Uinuja15
Veranallia20
Yamah5

Azata, Veranallia

This rosy-haired woman is completely nude except for the mass of vines and leaves that cover her lower body. The plant matter silently weaves about her frame seemingly of its own volition, and consists of flourishing vines bursting with blooming flowers as well as wilted leaves covered with a silvery sheen of hoarfrost.

Veranallia CR 20

Source Chronicle of the Righteous pg. 62 (Amazon)
XP 307,200
CG Large outsider (azata, chaotic, extraplanar, good)
Init +12; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +39

Defense

AC 36, touch 17, flat-footed 28 (+8 Dex, +19 natural, –1 size)
hp 324 (24d10+192)
Fort +21, Ref +16, Will +22
DR 15/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 31

Offense

Speed 50 ft.; transport via plants
Melee +3 icy burst sickle +35/+30/+25/+20 (1d6+12/19–20 plus 1d6 cold), 4 vines +27 (1d8+4 plus grab)
Space 10 ft., Reach 5 ft. (10 ft. with vines)
Special Attacks autumnal embrace, constrict (1d8+4), rebirth
Spell-Like Abilities (CL 20th; concentration +29)
Constant—detect animals or plants, detect evil, speak with plants, transport via plants
At will—blight, cure serious wounds, diminish plants, entangle (DC 20), plant growth
5/day—control plants (DC 27), grove of respiteAPG, wall of thorns
3/day—animate plants, awaken, repel metal or stone
1/day—regenerate, shambler
Cleric Spells Prepared (CL 20th; concentration +28)
9th—energy drain (DC 27) (2), mass heal, storm of vengeance (DC 27)
8th—cloak of chaos, earthquake, mass cure critical wounds (2), sunburst (DC 26)
7th—blasphemy (DC 25), destruction (DC 25), greater restoration, mass cure serious wounds, repulsion (DC 25)
6th—antilife shell, banishment (DC 24), greater dispel magic, heal, wind walk
5th—breath of life, dispel evil (DC 23) (2), greater command (DC 23), insect plague
4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), neutralize poison, poison (DC 22)
3rd—contagion (DC 21), daylight, dispel magic, protection from energy, searing light, water walk
2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration
1st—detect law, divine favor, endure elements, entropic shield, protection from evil, remove fear
0—create water, detect poison, light, purify food and drink

Statistics

Str 28, Dex 26, Con 25, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 grapple); CMD 52 (56 vs. trip)
Feats Alertness, Cleave, Combat Casting, Combat Reflexes, Critical Focus, Great Cleave, Improved Critical (sickle), Improved Initiative, Improved Natural Attack (vine), Power Attack, Sickening Critical, Toughness
Skills Bluff +36, Climb +33, Escape Artist +35, Heal +35, Intimidate +36, Knowledge (nature) +31, Knowledge (planes) +31, Perception +39, Sense Motive +39, Stealth +31
Languages Celestial, Draconic, Infernal; speak with plants; truespeech
SQ undersized weapons, winter sickle

Ecology

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

Special Abilities

Autumnal Embrace (Su) At will, a veranallia can strike any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it had to reproduce or bear children. This effect can only be removed by a heal, limited wish, miracle, or wish spell. Creatures that magically reproduce are not affected by this ability. The save DC is Charisma-based.

Rebirth (Su) Once per day, a veranallia can reincarnate a creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a 1/2-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 the reincarnate spell.

Spells Veranallias cast divine spells as 20th-level clerics and have access to some druid spells. They do not gain access to domains or other cleric abilities.

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.

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 8 feet tall and weighs about 350 pounds.

Beautiful and majestic, the queenly veranallia possesses a form that combines aspects of a feylike woman and the subtle power of nature. 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.

Veranallias hail from the wildest regions of Elysium, primeval realms where few but the mightiest azatas dare tread. They 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 Field of Broken Tyrants or various heavily wooded forests throughout Elysium; as many as a dozen veranallias are reputed to dwell among the ever-changing trees and plants of the Painted Forest, and it is thought their annual tribunals are actually the source of the eldritch woodland’s transformative climate and continually shifting composition.

At first glance, a veranallia’s lower body may appear to be made of living plants that wrap themselves around her, but these vines are in fact a part of the azata’s strange physiology. Despite this, she is not subject to blight or similar plant-affecting magic, and attempts to use such abilities to hinder her inspire a veranallia’s ire like little else. A veranallia’s vines are incredibly strong and 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 any predictable or sensible manner.

Veranallias prefer the company of other azatas, and may have any number of faithful bralani or ghaele followers. Their fickle natures make it difficult for most other creatures, even other azatas, to interact with them. 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. 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.

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. Veranallias who have died on the evil Outer Planes have left such fertile areas behind, but the soil inevitably becomes corrupted again, giving rise to vile creatures such as sards and spawning vicious weather patterns.

Hardy plane-traveling adventurers speak of ancient veranallias living in the remotest corners of Elysium, and claim that these unique azatas possess even greater mastery over the elements than their more commonly encountered kin. Veranallias with the ability to shower entire mountains with lightning or cause heat waves so intense that they turn lakes to sand are spoken of in arcane texts in the Great Library of Harmonious Scripture of Heaven.