Amphibious. Can breath both in land and water.
Stable. Whenever an effect knocks the Tortuhydra prone it can make a DC 10 constitution saving throw to avoid being knocked prone. A prone Tortuhydra is upsidedown, to stand up it mus succeed on a DC 10 dexterity check on its turn and then use all it's movement for that turn.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead.
Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 4d6 + 4 Piercing damage.
Commands. The undead guardsmen can follow up to 4 commands given by the summoner
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d12+4 + summoner's wis modifier piercing damage.
Multiattack. The hobgoblin makes two attacks, using both it's Greatswords.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 2d6 + 2 piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 1d6 + 2 piercing damage
Faerie Dust. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie's choice) until the start of the pixie's next turn.
Spellcasting. The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Druidcraft, Invisibility (self only)
The undead spirit can be one of 3 types: Ghostly (30 HP, Flying speed 40 ft.), Putrid (30 HP), or Skeletal (20 HP). You add +3 health for each spell level above 3.
Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Deathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell's level Necrotic damage.
Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
Transformation. The Balrog transformation lasts for 1 minute, after which the user falls unconsious for the following 8 hours.
Multiattack. As the balrog, make three attacks between: the tail, the horns, the breath weapon, the scythe, or the fire whip.
Tail. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 6d6 + 7 bludgeoning damage.
Horns. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 4d6 + 7 piercing damage.
Breath Weapon. The balrog exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
Psionic Scythe. Melee Weapon Attack:+8 to hit, reach 20 ft.
Hit: 4d12 + 7 fire damage.
Flame Whip. Each creature in a 40-feet radius must make a DC 13 Dexterity saving throw, taking 3d12 slashing damage on a failed save, or half as much damage on a successful one.