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Pale Sovereign

Creature 16 (rare) — undead

Pre-Remaster content. May include legacy alignment.

ShadeWeaverLANDundead

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; 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
AC 36 Fort +26 Ref +30 Will +28 -2 to all saves vs. curses
HP 298 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, sleep
Speed 25 feet (air walk)

Offense

Melee Rosebriar Lash (finesse, magical, reach-10, versatile-p) +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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
-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 — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.
Occult Innate Spells DC 41, attack +33
8th Spirit Song, Spiritual Epidemic
7th Project Image
6th Feeblemind
5th Cloak of Colors, Hallucination
4th Air Walk (Constant), Bestial Curse, Outcast's Curse, Suggestion
3rd Curse of Lost Time, Enthrall (At Will)

WORKS WELL WITH

AnvilLANDThe Anvil guards the sovereign while its Aura of Charm and Siphon Vitality steadily erode clustered enemies.
CrasherLANDThe Crasher finishes targets debilitated by curses and the sleep condition before they recover and rejoin the fight.
FlankerLANDThe Flanker drives scattered enemies back into the sovereign's aura range and emanation radius.

PUNISHES

✖ clumping✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Book of the Dead.

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