King HarralCreature 14
Source Pathfinder #148: Fires of the Haunted City
Perception +25 (darkvision)
Languages Aklo, Draconic, Dwarven, Empyrean, Necril, Sakvroth
Skills Arcana +29, Crafting +25, Diplomacy +27, Intimidation +27, Religion +25, Society +23
Str +6, Dex +5, Con +0, Int +7, Wis +5, Cha +7
AC 35; Fort +22; Reflex +24; Will +28; +1 status to all saves vs. vitality
HP 195 (void healing, rejuvenation)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 10
Thundering Maul
+28 (+23, +18) to hit (magical, shove) 1d6 Sonic + 2d12+12 Bludgeoning+1 Status to All Saves vs. VitalityCounterspell

Trigger A creature casts a spell King Harral has prepared.
Effect The king expends a prepared spell to counter the triggering creature's casting of that same spell. He can then attempt to dispel the triggering spell.
Frightful Presence (aura, emotion, fear, mental)60 feet. DC 33 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Rejuvenation (arcane)24 hours after King Harral is destroyed, his body rebuilds itself on his throne (or, if the throne is destroyed, on the site where the throne once sat), similarly to how a lich's body is restored via its phylactery. If all of Saggorak's buildings are destroyed, or if heroes perform a great service in saving Saggorak, King Harral loses this ability.
Void HealingA 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.
Steady SpellcastingIf another creature's reaction would disrupt King Harral's spell, he attempts a DC 15 flat. If he succeeds, the spell isn't disrupted.
Arcane Prepared Spells (DC 35, +27 to hit)
Cantrips (7th Level): Detect Magic, Electric Arc, Mage Hand, Message, Shield
1st Level: Fleet Step, Magic Missile, Ray of Enfeeblement, True Strike
2nd Level: Deafness, Dispel Magic, False Life, Mirror Image, See Invisibility
3rd Level: Blindness, Vampiric Touch
4th Level: Dimension Door, Fire Shield, Fly, Freedom of Movement
5th Level: Black Tentacles, Cloudkill
6th Level: Disintegrate, Vampiric Exsanguination, Wall of Force
7th Level: Duplicate Foe, Eclipse Burst, Reverse Gravity
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.