King Roman Whittingmire (Zombified) CR: 17
Medium undead, lawful evil
Armor Class: 18 (Plate Armor)
Hit Points: 275 (25d12+100)
Speed:
40 Ft
Saving Throws: Strength +13, Constitution +13, Wisdom +10
Skills: Athletics +13, Intimidation +10, Perception +10
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 20
Languages: Common, Elvish
Challenge Rating: 17
- Undead Fortitude: If damage reduces King Roman to 0 hit points, he 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, King Roman drops to 1 hit point instead.
- Relentless (Recharges after a Short or Long Rest): If King Roman is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
- Brutal Critical: King Roman can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- Indomitable (3/Day): King Roman can reroll a saving throw that he fails. He must use the new roll.
Actions
Multiattack: King Roman makes three attacks with his Royal Scepter.
Royal Scepter: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (1d10 + 6) slashing damage or (2d6 + 6) bludgeoning damage depending on the mode of attack.
Commander’s Strike (3/Day): When King Roman takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct one of his allies to strike. That creature can immediately use its reaction to make one weapon attack, adding King Roman’s damage bonus to the attack's damage roll.
Sweeping Attack (Recharge 5–6): King Roman swings his scepter in a wide arc, targeting all creatures within 10 feet of him. Each target must make a DC 18 Dexterity saving throw, taking 27 (4d10 + 6) slashing damage on a failed save, or half as much on a successful one.
Menacing Strike: King Roman can expend a superiority die to attempt to frighten a target. On a hit, the target must make a DC 18 Wisdom saving throw or be frightened until the end of King Roman’s next turn.
Bonus Actions
Tactical Genius: As a Battle Master, King Roman can use his bonus action to analyze the battlefield. When he does so, he gains advantage on all attack rolls until the start of his next turn.
Reactions
Parry: King Roman adds +4 to his AC against one melee attack that would hit him. To do so, King Roman must see the attacker and be wielding a melee weapon.
Legendary Actions
King Roman 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. King Roman regains spent legendary actions at the start of his turn.
- Tactical Assessment: King Roman moves up to his speed without provoking opportunity attacks.
- Command Ally: One ally within 30 feet of King Roman that can hear him immediately makes one weapon attack.
- Mighty Blow: King Roman makes one attack with his Royal Scepter.
Usual Tactics
- High Damage Output: His attacks, particularly with his Royal Scepter, can deal significant damage, especially with critical hits and his ability to command allies to strike.
- Tankiness: With high HP, strong saves, and undead fortitude, King Roman is difficult to bring down, creating a long and grueling fight.
- Battlefield Control: His Commander’s Strike and Tactical Genius give him control over the battlefield, making him a strategic and dangerous foe.