Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Precise Attacker. The bugbear's weapon attacks score a critical hit on a roll of 18-20. When the bugbear scores a critical hit, it rolls the damage dice three times, instead of twice.
Surprise Attack. If the bugbear surprises a creature during the first round of combat, the bugbear has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.
Multiattack. The bugbear makes two melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8+4) slashing damage or 15 (2d10 +4) slashing damage if wielded with two hands.
Heavy Crossbow Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 4th-level spellcaster. Its specllasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The kobold has the following spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): cure wounds, fog cloud, healing word
2nd level (3 slots): flaming sphere, heat metal
Club Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Club Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Alchemist's Fire (5/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is covered in flaming adhesive and takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Acid Vial (3/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.