advantage on saving throws against charm or frightened.
Spellcastion. Spell save DC 11, +3 to hit.
Cantrips, light, sacred flame, thaumaturgy
1st level (4) command, inflict wounds, shield of faith
2nd level (3) hold person, spiritual weapon
Dagger. +4 to hit, 4 piercing damage.
Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isnt incapacitated.
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword: +4 to hit, on hit 9 piercing damage.
Javelin. +4 to hit, range 30, on hit 5 piercing damage.
Leadership. 1d4 inspiration command to any ally performing a saving throw or attack roll.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit 5 slashing damage.
Shortbow. Range Weapon Attack: +4 to hit, range 80/320ft., one target.
Hit: 5 piercing damage.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object.
Sunlight Sensitivity. When in sunlight, the wraith has disadvantage on attack rolls and Perception checks that rely on sight.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 21 necrotic damage. The target must succeed on a DC 14 Constitution saving thtow ir its hit points maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
keen smell. the troll has advantage on perception checks that use smell
regeneration. the troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's net turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The troll ameks three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 11 slashing damage.