CREATURE 16
Perception +28; darkvision, sense visitors
Languages Common, Necril
Skills Deception +31, Diplomacy +31, Intimidation +33, Occultism +28, Society +28
Str +4 Dex +8 Con +4 Int +6 Wis +6 Cha +9
Demesne Confinement (curse, necromancy, occult) A pale sovereign is tied to their demesne, a territory of a 5-mile radius surrounding their home estate. They can't leave their demesne of their own accord. A pale sovereign taken from their demesne can't use any of their innate spells or rituals and gradually withers over the course of a week, turning to dust if they don't return before 7 days have passed.
Sense Visitors (detection, divination, occult) A pale sovereign automatically knows when a creature enters or leaves their demesne, though this doesn't give them precise knowledge of the creature's location.
AC 36; Fort +26, Ref +30, Will +28; –2 to all saves vs. curses
HP 298, negative healing; Immunities death effects, disease, paralyzed, poison, sleep
Aura of Charm (aura, emotion, incapacitation, mental, occult) 80 feet. The aura of a pale sovereign is beguiling and inviting, affecting creatures beginning their turns within it with an 8th-level charm (DC 39 Will save). A creature that fails its Will save perceives the pale sovereign as they were in life, not their current undead form. A creature that succeeds at its save is then temporarily immune to that pale sovereign's aura for 24 hours.
Speed 25 feet; air walk
Melee rosebriar lash +28 (finesse, magical, reach 10 feet, versatile p), Damage 4d8+8 slashing plus 2d6 persistent bleed
Occult Innate Spells DC 41; 8th spirit song, spiritual epidemic; 7th curse of lost time, feeblemind, hallucination, project image, suggestion; 6th bestial curse, cloak of colors, enthrall (at will), outcast's curse; Constant (5th) air walk
Rituals DC 41; garden of death, unseen custodians, ward domain
Curse of Eternal Sleep (curse, enchantment, incapacitation, mental, occult, sleep) The pale sovereign touches an adjacent living creature to send it into an endless slumber. The target must attempt a DC 39 Will save. Critical Success The target is unaffected and is temporarily immune for 24 hours.Success The target becomes drowsy and is slowed 1 for 1 minute.Failure The target falls unconscious, though it doesn't fall prone or release what it's holding. It can't awaken with a successful Perception check, though dealing any amount of damage to the creature breaks the slumber. If it's still unconscious after 1 hour, it awakens.Critical Failure The target falls unconscious permanently, falling prone, and can't be awoken as long as the curse remains.
Siphon Vitality (necromancy, negative, occult) The pale sovereign siphons the life force from creatures around them. All living creatures in a 30-foot emanation take 6d8 negative damage (DC 39 basic Fortitude save). The pale sovereign regains HP equal to the highest damage a single creature took from this effect.
Book of the Dead, page 136.
Open Pale Sovereign in the interactive creatures list or browse all creatures starting with P.