Spellcasting. Eduart is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He knows the following spells:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, detect poison and disease, sanctuary
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Amphibious. The firenewt can breathe air and water.
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a success, or half as much on a success.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and 3 (1d6) fire damage.
Fire absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Flame Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. The fire spreads around corners, and ignites flammable objects in that area that aren't being worn or carried.
Keen smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack tactics. The lion has advantage on attack rolls made against a creature which has an ally of the lion within 5 ft. of it, if the ally is not incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, and half as much damage on a successful one.
Vulnerable to fire.
False appearance. While motionless, the blight is indistinguishable from a dead shrub
Claws. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attacks made against a creature if the creature has another of the wolf's allies within 5 ft. of it and the ally is not incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Ash puff. The first time the zombie takes damage, any living creature within 5 f. must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage.
Undead fortitude. When taking damage which would reduce it to 0 hit points, the zombie may make a DC 5 + damage taken Constitution saving throw, falling to 1 hit point on a success, unless the damage was from radiant damage or a critical hit.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.