Turn Immunity. The claw is immune to effects that turn undead
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning or slashing + 16 (4d8) necrotic damage
Divine Strike. Once on each of Valeri's turns, she can deal an extra 2d8 damage of the same type dealt by the weapon
Spellcasting. Valeri is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): Sacred Flame, Light, Thaumaturgy, Spare the Dying, Mending
1st level (4 slots): Command, Cure Wounds, Detect Magic, Guiding Bolt, Inflict Wounds, Purify Food and Drink, Shield of Faith, Divine Favor
2nd level (3 slots): Hold Person, Lesser Restoration, Silence, Zone of Truth, Spiritual Weapon, Magic Weapon
3rd level (3 slots): Bestow Curse, Dispel Magic, Revivify, Spirit Guardians, Crusader's Mantle
4th level (3 slots): Banishment, Divination, Freedom of Movement, Stoneskin
5th level (2 slots): Dispel Evil and Good, Flame Strike, Hold Monster
6th level (1 slots): Harm, Word of Recall
7th level (1 slots): Divine Word
Multiattack. Valeri makes two melee attacks.
Mace of Terror. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage
Wave of Terror (3 per day). Each creature of Valeri's choice within 30 ft must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, it can use the Dodge action. At the end of each of its turns, it can repeat the saving throw to end the effect.
Reactions:
Guided Strike (Recharges after a Short or Long Rest). Valeri grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. Valeri can make this choice after the roll is made but before it hits or misses.
Rage. As a bonus action, Brom can go into a rage. During the rage, he: has adv. on Str checks and saves, adds rage damage to damage rolls, has resistance to bludgeoning piercing, and slashing.
Reckless Attack. Brom can choose to give self adv. on all melee attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Brutal Critical. Add 2 additional damage die on a crit
Relentless Rage. If Brom drops to 0, he can make a DC 10 Con. Save to drop to 1 instead. Increases by 5 for each subsequent use.
Divine Fury. While Brom is Raging, any creature within 5 feet takes 1d6+6 necrotic damage
Multiattack. Brom makes two melee attacks.
Longsword. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 +4 +3) slashing damage
Zealous Presence. Brom howls in fury. Every ally within 60 feet gains advantage on attack rolls and saving throws until the start of his next turn.
Cunning Action. On each of his turns, Malris can use a bonus action to take the Dash, Disengage, or Hide action
Innate Spellcasting. Malris's innate spellcasting ability is Charisma (spell save DC 13). Malris can innately cast the following spells, requiring no material components:
At will: thaumaturgy
1/day: hellish rebuke, darkness
Multiattack. Malris makes two attacks: one \ with his rapier and one with his hook.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage
Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, Malris can't use its pincer staff on another target.
Grim Harvest (1/Turn) When Vondal kills a creature that is neither a construct nor undead with a spell of 1st level or higher, he regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
Spellcasting. Vondal is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): Shocking Grasp, Chill Touch, Poison Spray, Mending, Light
1st level (4 slots): Detect Magic, Magic Missile, Shield, Chromatic Orb
2nd level (3 slots): Hold Person, Knock, Web, Blindness/Deafness
3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic
4th level (3 slots): Dimension Door, Blight, Stoneshape
5th level (2 slots): Dominate Person, Cloudkill
6th level (1 slots): Circle of Death, Create Undead
7th level (1 slots): Teleport
Multiattack. The corpse gatherer makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the corpse gatherer uses its Engulf on it.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Engulf. The corpse gatherer engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the gatherer's turns or take 13 (2d8 + 4) bludgeoning damage. If the gatherer moves, the engulfed target moves with it. If a creature dies while engulfed, it is considered part of the gatherer and the gatherer regains 2d8 hit points. The mound can have only one creature engulfed at a time.