Monster Dossier
Pale Sovereign
Pale Sovereign is a fantasy monster entry from source BotD.
Traits
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Rules & statistics
Monster Profile
Perception
28
Senses
- Name
- darkvision
- Name
- sense visitors
Languages
- Languages
- common
- necril
Skills
- Deception
- 31
- Diplomacy
- 31
- Intimidation
- 33
- Occultism
- 28
- Society
- 28
Ability Mods
- Str
- 4
- Dex
- 8
- Con
- 4
- Int
- 6
- Wis
- 6
- Cha
- 9
Defenses
- Ac
- 36
- Saving Throws
- Fort
- 26
- Ref
- 30
- Will
- 28
- Abilities
- –2 to all saves vs. curses
- Hp
- Hp
- 298
- Abilities
- negative healing
- Immunities
- death effects
- disease
- paralyzed
- poison
- sleep
Speed
- Walk
- 25
- Abilities
- air walk
Attacks
- Range
- Melee
- Traits
- finesse
- magical
- reach
- versatile
- Name
- rosebriar lash
- Attack
- 28
- Damage
- 4d8+8 slashing plus 2d6 persistent damage||persistent bleed
Spellcasting
- Tradition
- occult
- Type
- Innate
- DC
- 41
- Entry
- 6
- Spells
- Name
- bestial curse
- Source
- APG
- Name
- cloak of colors
- Name
- enthrall
- Amount
- at will
- Name
- outcast's curse
- 7
- Spells
- Name
- curse of lost time
- Source
- APG
- Name
- feeblemind
- Name
- hallucination
- Name
- project image
- Name
- suggestion
- 8
- Spells
- Name
- spirit song
- Name
- spiritual epidemic
- Constant
- 5
- Spells
- Name
- air walk
Abilities
- Top
- Name
- Demesne Confinement
- Traits
- curse
- necromancy
- occult
- Entries
- 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.
- Name
- Sense Visitors
- Traits
- detection
- divination
- occult
- Entries
- 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.
- Mid
- Name
- Aura of Charm
- Traits
- aura
- emotion
- incapacitation
- mental
- occult
- Entries
- 80 feet. The aura of a pale sovereign is beguiling and inviting, affecting creatures beginning their turns within it with an 8th-level charm (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.
- Bot
- Name
- Curse of Eternal Sleep
- Activity
- Number
- 2
- Unit
- action
- Traits
- curse
- enchantment
- incapacitation
- mental
- occult
- sleep
- Entries
- The pale sovereign touches an adjacent living creature to send it into an endless slumber. The target must attempt a 39 Will save.
- Type
- successDegree
- Entries
- Critical Success
- The target is unaffected and is temporarily immune for 24 hours.
- Success
- The target becomes drowsy and is slowed||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.
- Name
- Siphon Vitality
- Activity
- Number
- 3
- Unit
- action
- Traits
- necromancy
- negative
- occult
- Entries
- The pale sovereign siphons the life force from creatures around them. All living creatures in a 30-foot emanation take 6d8 negative damage (39 basic Fortitude save). The pale sovereign regains HP equal to the highest damage a single creature took from this effect.
Background
Lore
No lore provided.