D&D 5th MONSTERS:
Goblin: STR: 8 (-1), DEX: 14 (+2), CON: 10 (+0), INT: 10 (+10), WIS: 8 (-1), CHA: 8 (-1)
AC: 15 (leather armour & shield). HP: 7 (2d6). Speed: 30ft.
SKILLS: Stealth: +6. Senses: dark-vision: 60ft. Passive perception: 9.
Challenge 1 / 4 (50XP).
Nimble Escape: Can take the Disengage or Hide action as a bonus action on each of its turns.
ACTIONS: Scimitar: +4 to hit. Reach: 5ft. DAM: 1d6+2 Slashing.
Short-bow: +4 to hit. Range: 80/320ft. DAM: 1d6+2 Piercing.
Goblin boss: STR: 10 (-0), DEX: 14 (+2), CON: 10 (+0), INT: 10 (+10), WIS: 8 (-1), CHA: 10 (-0)
AC: 17 (chain shirt & shield). HP: 21 (6d6). Speed: 30ft.
SKILLS: Stealth: +6. Senses: dark-vision: 60ft. Passive perception: 9.
Challenge 1 (200XP).
Nimble Escape: Can take the Disengage or Hide action as a bonus action on each of its turns.
ACTIONS: Scimitar: +4 to hit. Reach: 5ft. DAM: 1d6+2 Slashing.
Multi-attack: The Goblin boss makes 2 attacks with its scimitar. The second attack has disadvantage.
Javelin: melee or ranged attack. +4 to hit. Reach: 5ft or range 30/120ft. DAM: 1d6+2 Piercing.
REACTIONS: Redirect Attack:
When a creature the goblin boss can see targets it with an attack, the goblin boss chooses another goblin within 5ft of it.
The 2 goblins swap places, and the chosen goblin becomes the target instead.
Shield: +2 AC.
Orc: STR: 16 (+3), DEX: 12 (+1), CON: 16 (+3), INT: 7 (-2), WIS: 11 (+0), CHA: 10 (+0)
AC: 13 (hide armour). HP: 15 (2d8+6). Speed: 30ft.
SKILLS: Intimidation: +2. Senses: dark-vision: 60ft. Passive perception: 10.
Challenge 1 / 2 (100XP).
Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
ACTIONS:
Great-axe: Attack: +5. DAM: 1d12+3 Slashing.
Javelin: Attack: +5. Reach: 5ft or range 30/120ft. DAM: 1d6+3 Piercing.
Orc War Chief: STR: 18 (+4), DEX: 12 (+1), CON: 18 (+4), INT: 11 (+0), WIS: 11 (+0), CHA: 16 (+3)
AC: 16 (chain mail). HP: 93 (11d8+44). Speed: 30ft.
Saving Throws: STR: +6, CON: +6, WIS: +2.
SKILLS: Intimidation: +5. Senses: dark-vision: 60ft. Passive perception: 10.
Challenge 1 (1,100XP).
Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury: The War Chief deals an extra 1d8 damage when it hits with a weapons attack (included in the attacks).
ACTIONS:
Multi-attack: The War Chief makes 2 attacks with its great axe or its spear.
Great-axe: Attack: +6. DAM: 1d12+4 plus 1d8 Slashing.
Spear: Attack: +6. Reach: 5ft or range 20/60ft. DAM: 1d6+4 plus 1d8 Piercing, or 2d8+4 Piercing id used with 2 hands
for melee.
Battle Cry (once per day): Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already
affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn.
The war chief can then make one attack as a bonus action.
SKELETON: STR: 10 (+0), DEX: 14 (+2), CON: 15 (+2), INT: 6 (-2), WIS: 8 (-1), CHA: 5 (-3)
AC: 13 (armour scraps). HP: 13 (2d8+4). Speed: 30ft.
Damage vulnerabilities: bludgeoning (double damage). Damage immunities: poison.
Condition immunities: exhaustion, poisoned.
SKILLS: Senses: dark-vision: 60ft. Passive perception: 9.
Challenge 1 / 4 (50XP).
ACTIONS: Short sword: +4 to hit. Reach: 5ft. DAM: 1d6+2 Piercing.
Short-bow: +4 to hit. Range: 80/320ft. DAM: 1d6+2 Piercing.
Zombie: STR: 13 (+1), DEX: 6 (-2), CON: 16 (+3), INT: 3 (-4), WIS: 6 (-2), CHA: 5 (-3)
AC: 8. HP: 22 (3d8+9). Speed: 20ft.
Saving Throws: WIS: +0,
Damage immunities: poison. Condition immunities: exhaustion, poisoned.
SKILLS: Senses: dark-vision: 60ft. Passive perception: 8.
Challenge 1 / 4 (50XP).
Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.
ACTIONS: Short sword: +4 to hit. Reach: 5ft. DAM: 1d6+2 Piercing.
Slam: melee +3 to hit. DAM: 1d6+1 Bludgeoning.
Ratmen: https://www.dandwiki.com/wiki/Ratmen_(5e_Race)