Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
-2 to all saves vs. curses
Ability
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.
Ability
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.
Ability
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.
Ability
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
Ability
Rituals
DC 41; 6th ward domain; 4th garden of death; 3rd unseen custodians
Ability
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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
rosebriar lash +28 [+23/+18] (finesse, magical, reach 10 feet, versatile P), Damage 4d8+8 slashing plus 2d6 persistent bleed
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
sleep
Language
Common
Necril
Perception
darkvision
sense visitors