Multiattack: Dragon makes three attacks. 1 with it's bite, 2 with it's claws.
Bite: Melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 +6) piercing damage plus 3 (1d6) fire damage.
Claw: Melee weapon attack: +10 to hit, reach 5ft., one Target
Fire Breath (recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dex saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one.
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)
Surprise attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Morningstar: Melee weapon attack: +4 to hit, reach 5 ft., Hit: 11 (2d8+2) piercing damage.
Javelin. Melee or ranged weapon attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)
Surprise attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Morningstar: Melee weapon attack: +5 to hit, reach 5 ft., Hit: 11 (2d8+3) piercing damage.
Javelin. Melee or ranged weapon attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range.
Nimble Escape: The goblin can take the Disengage or hide action as a bonus action on each of its turns.
Multiattack: The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Javelin: Melee or Ranged weapon attack: +2 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.
REACTIONS:
Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 ft. of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Keen Hearing and Smell. The worg has advantage on wisdom (perception) checks that rely on hearing or smell.
Bite. Melee weapon attack. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature it must succeed on a DC 13 Str saving throw or be knocked prone.
Volley. If there are multiple archers, each archer takes its turn on the turn of the archer with the highest initiative.
Longbow. Ranged weapon attack: +4 to hit, range 150/600 ft. Hit: 6 (1d8+2) piercing damage.
Short sword. Melee weapon attack: +4 to hit, reach 5 ft. Hit: 3 (1d6+2) piercing damage.
Determined. The sergeant has advantage on saving throws against being charmed or frightened.
Multiattack. The sergeant makes two melee attacks.
Greatsword. Melee weapon attack: +5 to hit, 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
The sergeant can take 3 legendary actions. Only one legendary action can be used at a time and only at the end of another creatures turn. The sergeant regains spent legendary actions at the start of its turn.
Fire at will: The sergeant gives the order for the archers to fire. The two closest archers, within 15 ft., make a ranged weapon attacks.
Tactical Engage: The sergeant engages an enemy to support his troops. He can shift 5 feet toward an enemy and make a single attack. This movement does not provoke an opportunity attack.
Rally Troops (costs 2 actions): Sergeant rallies all troops within 10 feet giving them advantage on their next attack roll.
Spellcasting. The goblin shaman is a 5th level spellcaster. Spellcasting ability is Wis. DC 13, +4 to hit.
Cantrips(at will): poison spray, resistance, thorn whip
1st level: command, cure wounds, entangle, inflict wounds
2nd level: cloud of daggers, hold person
3rd level: bestow curse
Quarterstaff: Melee weapon attack. +4 to hit, reach 5 ft., Hit: 1d6+1 bludgeoning damage
Magic Resistance. Findarr has advantage on saving throws against spells and other magical effects.
Spellcasting. Spell save DC 17, +9 to hit with spells
Cantrips: Firebolt, light, mage hand, prestidigitation, shocking grasp
1st level: (4 slots) detect magic, identify, mage armor*, magic missile
2nd level: (3 slots) detect thoughts, mirror image, misty step
3rd level: (3 slots) counterspell, fly, lightning bolt
4th level: (3 slots) banishment, fire shield, stoneskin*
5th level: (3 slots) Cone of cold, scrying, wall of force
6th level: (1 slot) globe of invulnerability
7th level: (1 slot) teleport
8th level: (1 slot) mind blank*
9th level: (1 slot) time stop
*Findarr can cast these spells before combat.
Dagger: Melee weapon attack. +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage