{"name":"Queen Meredith Whittingmire (Zombified)","challenge_rating":"16","xp":"","types":"Undead","pb":"","size":"Medium","sizer":"NONE","languages":"Common, Elvish","alignment":"Lawful Evil","description":"","suggested_environments":"","armor_class":"20 (Plate Armor, Shield)","hit_points":"230 (20d10+120)","strength":"14","dexterity":"12","constitution":"22","intelligence":"18","wisdom":"24","charisma":"18","base_movement_units":"Ft","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Darkvision 60 ft., Passive Perception 21","skills":"[left]Medicine +14, Insight +14, Persuasion +11[\/left]","saving_throws":"Wisdom +14, Charisma +11, Constitution +13","damage_vulnerabilities":"","damage_resistances":"Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks","damage_immunities":"","condition_immunities":"Charmed, Exhaustion, Frightened, Poisoned","spellcasting":"[b]Spellcasting:\u00a0[\/b]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:\r\n[ul]\r\n[li]Cantrips (at will): [i]Guidance, Sacred Flame, Spare the Dying, Toll the Dead[\/i][\/li]\r\n[li]1st level (4 slots):[i] Cure Wounds, Bless, Shield of Faith, Command[\/i][\/li]\r\n[li]2nd level (3 slots): [i]Lesser Restoration, Prayer of Healing, Hold Person[\/i][\/li]\r\n[li]3rd level (3 slots): [i]Mass Healing Word, Revivify, Spirit Guardians[\/i][\/li]\r\n[li]4th level (3 slots): [i]Death Ward, Banishment, Guardian of Faith[\/i][\/li]\r\n[li]5th level (2 slots): [i]Greater Restoration, Mass Cure Wounds[\/i][\/li]\r\n[li]6th level (1 slot): [i]Heal, Harm[\/i][\/li]\r\n[li]7th level (1 slot): [i]Resurrection[\/i][\/li]\r\n[\/ul]\r\n","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Undead Fortitude:[\/b] 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.\r\n[br]\r\n[b]Divine Resistance:[\/b] Queen Meredith has advantage on saving throws against spells and other magical effects.\r\n[br]\r\n[b]Healing Aura:[\/b] At the start of each of her turns, Queen Meredith and all undead allies within 30 feet regain 10 hit points.\r\n[br]","actions":"[b]Multiattack: [\/b]Queen Meredith makes two attacks with her Mace of Mercy or casts a cantrip and makes one weapon attack.\r\n[br]\r\n[b]Mace of Mercy:[\/b][i] Melee Weapon Attack: [\/i]+9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.\r\n[br]\r\n[b]Channel Divinity (2\/Day):[\/b] Queen Meredith can use her Channel Divinity to fuel one of these magical effects:\r\n[ol]\r\n[li][b]Preserve Life: [\/b]Queen Meredith can restore up to 75 hit points, divided among any creatures within 30 feet of her.[\/li]\r\n[li][b]Turn Undead: [\/b]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.)[\/li]\r\n[\/ol]\r\n","bonus_actions":"","reactions":"[b]Divine Shield (3\/Day): [\/b]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).\r\n[br]\r\n[b]Warding Flare: [\/b]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\u2019t be blinded is immune to this feature.\r\n[br]\r\n[b]Healing Word (Bonus Action, 3\/Day): [\/b]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\u2019s turn. Queen Meredith regains spent legendary actions at the start of her turn.\r\n[ol]\r\n[li][b]Healing Pulse: [\/b]Queen Meredith heals herself or an ally within 30 feet of her for 15 hit points.[\/li]\r\n[li][b]Divine Strike: [\/b]Queen Meredith makes a single Mace of Mercy attack.[\/li]\r\n[li][b]Blessed Shield: [\/b]Queen Meredith grants an ally within 30 feet +2 AC until the start of her next turn.[\/li]\r\n[\/ol]\r\n","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"[ul]\r\n[li][b]High Defense: [\/b]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.[\/li]\r\n[li][b]Support Role: [\/b]With access to a range of healing and buffing spells, she\u2019ll keep the other Royals in peak condition while also countering player attacks with protective abilities.[\/li]\r\n[li][b]Undead Healing: [\/b]Her Healing Aura combined with potent healing spells ensures that the fight will be long and challenging for the players.[\/li]\r\n[\/ul]\r\n","image_gallery_id":"","source":"","tags":"","templateId":"2991","blockId":"1456612","world":"9884d59f-0ddf-4dc5-b531-65ae15451e37","folder":"2b118714-a37b-11f0-b3cc-1224bc67b5c8","isShared":"on"}