Red Dragon, CR 6;Large dragon, Loot Value 30,000;chaotic evil;17;Natural;116;11d10+55;40ft, Climb 40ft., Fly 80ft.;19;10;21;14;11;19;DEX +2, CON +7, WIS +2, CHA +6, ;Stealth +4, Perception +4, ;;Fire;;Blindsight 30 ft. Darkvision 120 ft, Psv Per 14, Bluff DC 14, Bribe DC 18, 10,000 gp, Carry 570lbs., Push 1,140lbs.;Common Draconic;CR 6;2300;
;Bite. Melee Attack. +6 to hit, Reach 10ft.
Hit. 10 (1d10+4) piercing damage plus 4 (1d6) Fire damage.
Claw. Melee Attack: +6 to hit, Reach 5 ft.
Hit. 8 (1d6+4) slashing damage.
Tail. Melee Attack. +6 to hit, three targets w/i 5-15ft.
Hit. 8 (1d8+4) Bludgeoning damage. Targets hit by the tail must also make a DC 14 STR save or be thrown back 15ft, or 20 feet if they missed the save by 5 or more.
Fireball (Recharge 1). The dragon fills a 10ft area in fire, igniting all objects not worn or carried. Each creature in that area must make a DC 16 DEX Save taking 28 (8d6) Fire damage on a failed save or half as much damage on a successful one.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 10 foot cone. Each creature in that area must make a DC 15 DEX Save taking 35 (10d6) Fire damage on a failed save or half as much damage on a successful one.
;;Dragon Blood. When below 58hp, the dragon's blood begins to splash on attackers. Creatures grappling the dragon or within 5ft of it when it is struck by a weapon attack take 4 (1d6) Fire Damage as the dragon's blood splashes on them.
Orc Hulkster, CR 4;Medium Orc, Loot Value 1,000;Unaligned;17;Barbarian;74;7d12+28;30ft.;18;15;19;5;7;7;STR +7, CON +7, ;Athletics +7, Acrobatics +5, Intimidation +7, ;Non Magical Piercing, Bludgeoning and Piercing;;;Psv Per 8, Bluff DC 6, Carry 270lbs., Push 540lbs.;Orc;CR 4;1100;
;2x Battleaxe Multiattack.
Battleaxe:Melee Attack: +7 to hit.
Hit: 12 (1d8+7) slashing damage.
Javelin. (Recharge on 5-6) +8 to hit, Range 40 ft.
Hit: 20 (2d12 +7) piercing damage.
Fearful Gaze. As a reaction, the Orc can frighten the last target that dealt it damage it if they fail a DC 15 WIS Save.
;;Berserker. The orc adds it's proficiency to damage, and has resistance to Non-Magical Damage.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
Quickling, CR 4;Tiny Fey, Loot Value 75;Chaotic Evil;18;Natural;36;8d4+16;120ft;4;25;15;10;12;7;;Acrobatics +9, Sleight of Hand +9, Stealth +9, Perception +5, ;;;;Darkvision 60 ft., Psv Per 15, Bluff DC 9, Bribe DC 13, 300 gp, Carry 15lbs.;Common, Sylvan;CR 4;1100;
;3x Dagger Multiattack. Melee or Ranged Weapon Attack. +9 to hit, Range 20/60 ft.
Hit. 15 (3d4 +7) piercing damage.;;Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.