Pale Sovereign
Creature 16 (rare) — undead
Pre-Remaster content. May include legacy alignment.
A pale sovereign is a rare form of undead arising from a terrible curse that afflicts only those of royal blood. This curse drains its victim's vitality slowly over time, almost appearing to be a form of long-term wasting disease that no medicine can ever cure. The royal stricken by the curse sickens and wastes away until they finally perish, rising as a pale sovereign after death. The appearance of a pale sovereign is similar to their form in life, but so deathly pale and gaunt that no one who
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +28
Skills deception +31, diplomacy +31, intimidation +33, occultism +28, society +28
Str
+4
Dex
+8
Con
+4
Int
+6
Wis
+6
Cha
+9
AC 36
Fort +26
Ref +30
Will +28
HP 298
Immunities bleed, death-effects, disease, paralyzed, poison, sleep
Speed 25 feet
Offense
Melee Rosebriar Lash +28, Damage 4d8+8 slashing plus 2d6 bleed
Abilities
Demesne Confinement (curse, 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, 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.
Constant Spells — Constant Spells
-2 to All Saves vs. Curses —
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-rank 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.
Void Healing — Negative Healing
Curse of Eternal Sleep (curse, 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 (occult, void) — The pale sovereign siphons the life force from creatures around them. All living creatures in a 30-foot emanation take 6d8 void damage (DC 39 Fortitude). The pale sovereign regains HP equal to the highest damage a single creature took from this effect.
Spells
Spirit Song (rank 8)
Spiritual Epidemic (rank 8)
Project Image (rank 7)
Feeblemind (rank 6)
Ward Domain (rank 6)
Cloak of Colors (rank 5)
Hallucination (rank 5)
Air Walk (Constant) (rank 4)
Bestial Curse (rank 4)
Garden of Death (rank 4)
Outcast's Curse (rank 4)
Suggestion (rank 4)
Curse of Lost Time (rank 3)
Enthrall (At Will) (rank 3)
Unseen Custodians (rank 3)
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