Queen Meredith Whittingmire (Zombified) CR: 16
Medium undead, lawful evil
Armor Class: 20 (Plate Armor, Shield)
Hit Points: 230 (20d10+120)
Speed:
30 Ft
Saving Throws: Wisdom +14, Charisma +11, Constitution +13
Skills: Medicine +14, Insight +14, Persuasion +11
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 21
Languages: Common, Elvish
Challenge Rating: 16
Spellcasting: Queen Meredith is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She has the following cleric spells prepared:
- Cantrips (at will): Guidance, Sacred Flame, Spare the Dying, Toll the Dead
- 1st level (4 slots): Cure Wounds, Bless, Shield of Faith, Command
- 2nd level (3 slots): Lesser Restoration, Prayer of Healing, Hold Person
- 3rd level (3 slots): Mass Healing Word, Revivify, Spirit Guardians
- 4th level (3 slots): Death Ward, Banishment, Guardian of Faith
- 5th level (2 slots): Greater Restoration, Mass Cure Wounds
- 6th level (1 slot): Heal, Harm
- 7th level (1 slot): Resurrection
Undead Fortitude: If damage reduces Queen Meredith to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Queen Meredith drops to 1 hit point instead.
Divine Resistance: Queen Meredith has advantage on saving throws against spells and other magical effects.
Healing Aura: At the start of each of her turns, Queen Meredith and all undead allies within 30 feet regain 10 hit points.
Actions
Multiattack: Queen Meredith makes two attacks with her Mace of Mercy or casts a cantrip and makes one weapon attack.
Mace of Mercy: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Channel Divinity (2/Day): Queen Meredith can use her Channel Divinity to fuel one of these magical effects:
- Preserve Life: Queen Meredith can restore up to 75 hit points, divided among any creatures within 30 feet of her.
- Turn Undead: Each undead that can see or hear her within 30 feet must make a Wisdom saving throw (DC 22). On a failed save, the creature is turned for 1 minute or until it takes damage. (As an undead herself, Queen Meredith has control over this effect and can choose to exempt specific undead.)
Reactions
Divine Shield (3/Day): When Queen Meredith or an ally within 30 feet of her would take damage, she can use her reaction to reduce the damage by 20 (2d10 + 10).
Warding Flare: When a creature within 30 feet of Queen Meredith that she can see attacks her, she can use her reaction to impose disadvantage on the attack roll, causing a flare of radiant light. An attacker that can’t be blinded is immune to this feature.
Healing Word (Bonus Action, 3/Day): Queen Meredith can use a bonus action to cast Healing Word as a 3rd-level spell, healing 3d4 + 7 hit points.
Legendary Actions
Queen Meredith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Queen Meredith regains spent legendary actions at the start of her turn.
- Healing Pulse: Queen Meredith heals herself or an ally within 30 feet of her for 15 hit points.
- Divine Strike: Queen Meredith makes a single Mace of Mercy attack.
- Blessed Shield: Queen Meredith grants an ally within 30 feet +2 AC until the start of her next turn.
Usual Tactics
- High Defense: Her high AC, Divine Shield, and Warding Flare make her difficult to hit, while her healing abilities ensure she and her allies stay in the fight longer.
- Support Role: With access to a range of healing and buffing spells, she’ll keep the other Royals in peak condition while also countering player attacks with protective abilities.
- Undead Healing: Her Healing Aura combined with potent healing spells ensures that the fight will be long and challenging for the players.