Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hite: 7 (2d4+2) bludgeoning 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 attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 8 (1d8 +4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6 + 4) slashing damage.
Unlikely to fight to death and will flee once below half health.
Multiattack. The ape makes two slash attacks.
Slash with Sword. Melee weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) slashing damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Aberrant Ground. The ground in a 10 foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On failure , the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Multiattack. mouther makes one bite attack and, if it can, uses its blinding spittle
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC13 Dexterity saving throw or be blinded until the end of the mouther's next turn.