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Pale SovereignCreature 16


Rare​LN​Medium​Undead​
Source Pathfinder Book of the Dead
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; Reflex +30; Will +28; -2 to all saves vs. curses
HP 298 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, sleep

Rosebriar Lash One Action +28 (+23, +18) to hit (finesse, magical, reach 10, versatile p) 4d8+8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

-2 to All Saves vs. CursesAura of Charm (aura, emotion, incapacitation, mental, occult)

80 feet Aura

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.

Curse of Eternal Sleep Two Actions (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 Three Actions (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). The pale sovereign regains HP equal to the highest damage a single creature took from this effect.


Occult Innate Spells (DC 41, +33 to hit)

3rd Level: Curse Of Lost Time, Enthrall (At Will)
4th Level: Air Walk (Constant), Bestial Curse, Outcast's Curse, Suggestion
5th Level: Cloak of Colors, Hallucination
6th Level: Feeblemind
7th Level: Project Image
8th Level: Spirit Song, Spiritual Epidemic

Rituals

3rd Level: Unseen Custodians
4th Level: Garden of Death
6th Level: Ward Domain


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 resists the mind-clouding effects of their aura would mistake them as living.

The curse is known by many names across various worlds—the Wasting, Blighted Legacy, Unraveled Heraldry—but its effects are the same. After suffering the curse, members of a royal bloodline begin to die out, their descendants dwindling, until only one is left. Upon becoming the last remaining member of their line, the unfortunate royal undergoes the transformation into a pale sovereign, the power and potential of the entire line channeled into one extremely dangerous undead creature, even if the royal was relatively inconsequential and unskilled in life.

The methods of inflicting the curse vary. Generally it's the result of rare occult rituals requiring a spellcaster of great power. Sometimes the curse is used to target a royal line abusing its authority, but just as often it's used by malicious forces against benevolent rulers or simply out of spite by the instigating caster. Mentioned only in whispers and veiled allusions, the curse is greatly feared by royal families who know of it. Be cautious in your dealings, the rumors say, and be careful who you spurn, for you never know what power they may wield.

More rarely, a pale sovereign can arise spontaneously if the last of a royal line dies while under a curse or due to a curse, particularly if they died with tasks left unfinished or as the result of a betrayal. Any curse will do in these rare instances, and it's possible that the first pale sovereign formed in this way.

Though morose and brooding, pale sovereigns are usually neutral rather than evil. They're very protective of their demesnes and whatever subjects remain to them, however, and attacking a pale sovereign's territory is the swiftest way to draw their ire. If a pale sovereign is ousted from their country's central throne, they retreat to any other holdings they might still possess and rule those.

The attitudes of a pale sovereign's subjects vary. Many aren't even aware of their ruler's true nature. Among those who know the secret, some value their sovereign's protection and view them fondly. Others are uncomfortable with an undead eternal monarch, especially if the sovereign has become corrupt or bitter.

A pale sovereign's territory is indelibly marked by their presence. Plants wither and blacken, struggling to grow in dry and lifeless soil. Wild animals often rise as undead unless they receive special ritual burials, leading to packs of skeletal and zombified beasts roaming the territory. Such monsters don't harm the demesne's residents but are quick to attack any intruders not bearing the sovereign's sigil. Even the living sapient inhabitants of a pale sovereign's demesne tend to have a drained, washed-out appearance, as if one step away from the grave themselves.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.