Archer's Eye (3/day). As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
Multiattack. The archer makes two attacks with its longbow.
Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage).
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8 +4) piercing damage.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit reach 5 ft. one
target.
Hit: 6 (ld6 + 3) slash ing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 5 (1d4 + 3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so the captain must see the attacker and be wielding a melee weapon.
Hailing from uncivilized lands unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Greataxe. Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit: 9 (1d12 + 3) slashing damage.
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. HIt: 4 (1d6+1) slashing damage.
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage).
Rapier. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks.
Mace. Melee WEapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. HIt: 5 (1d10) piercing damage).
Vulnerable to fire and radiant.
Pack Tactics. The drowner has advantage on attack rolls against a creature if at least one of the drowner's allies is within 5 feet of the creature and the ally isn't incapacitated.
Claws. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the drowner can grapple the target (escape DC 12).
Drag Under. The drowner can drag in deep waters or mud a grappled, incapacitated, paralyzed or stunned target. The target must succeed on a DC 12 Strength saving throw or take 8 (2d6 + 1) bludgeoning damage and be knocked prone and buried in mud. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
Vulnerable to fire and radiant.
Blood Frenzy. The drowned dead has advantage on melee attack rolls against any creature that doesn't have all its hit points. (really? CR 3?)
Drowning Aura. Any living, breathing creature that starts its turn within 10 feet of the drowned dead must succeed a DC 13 Constitution saving throw. On a failed save, a creature begins to drown and is restrained. The strained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the creature. On a failure, the creature falls to 0 hit points and starts making death saving throws. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drowned dead's Drowning Aura for the next 24 hours. Amphibious creatures are not affected.
Multiattack. The drowned dead makes to claw attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) slashing damage. Instead of dealing damage, the drowner can grapple the target (escape DC 13).
Reaction: Uncanny Dodge. When an attacker hits the drowned dead with an attack it can use his reaction to half the damage, provided it isn't blinded and deafened.
Death Burst. When the zombie is destroyed, it explodes in a burst of acid and guts. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage plus 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.
Undead Fortitude. If damage reduced the zombie to 0 hit points, it 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, the zombie drops to 1 hit point instead.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) acid damage.
Spew Bile (recharge 5-6). The zombie spews bile in a 15-foot line. Each creature in that line must make a DC 12 Constitution saving throw, taking 10 (3d6) acid damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
Aggressive. As a bonus action, the zombie can move up to half its speed toward a hostile creature it can see.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it 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, the zombie drops to 1 hit point instead.
Ravage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Plagued. When the swarm hits with an attack, it deals an extra 10 (3d6) necrotic damage (included in the attack).
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.
Undead Swarm Fortitude. The swarm fights at full strength until it is completely destroyed.
Multiattack. The horde uses its pull under ability if able, then uses its Gnaw and Claw.
Pull Under. The horde attempts to envelope a creature within its space. The target must succeed on a DC 12 Strength saving throw or be knocked prone and considered grapped (escape DC 12) as they are pinned to the ground under a sea of zombies. This ability can only be used if the horde is above half of its maximum hit points.
Gnaw and Claw. Melee Weapon attack: +6 to hit, reach 0ft, one target in the swarm's space. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage, and the target must succed a DC 12 Constitution saving throw or become poisoned until the end of their next turn.
Miasmic Aura. Any creature that starts its turn within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie's aura for 24 hours.
Undead Fortitutde. If damage reduces the zombie to 0 hit points, it 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, the zombie drops to 1 hit point instead.
Toxic Death Cloud. When the zombie is reduced to 0 hitpoints, it explodes in a 10-ft. radius miasma of putrescence and filth. When a creature enters or begins its turn within the cloud it takes 3 (1d6) poison damage and must succeed on a DC 10 Constitution saving throw or become poisoned until the start of its next turn. The cloud disperses in a strong wind or after 1 minute.
Slam. Melee Weapon attack: +3 to hit, reach 5ft. Hit: 4 (1d6+1) bludgeoning damage.