Pale Sovereign

CREATURE 16

rare ln medium undead 

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.