Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll 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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 16 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 32 (7d8) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Deflect Missiles. The monk can use their reaction to reduce incoming missile damage by 16 (1d10+10). If they reduce it to zero, they send the missile back with +10to hit.
Multiattack. The monk makes Two attacks with its staff & 2 unarmed strikes, or Two attacks with its Longbow.
Staff +1 (2x). Weapon Attack, +11 to hit.
Hit. 11 (1d8+6) Bludgeoning Damage.
Unarmed Strike (2x). Melee Attack, +10 to hit.
Hit. 10 (1d8+5) Bludgeoning Damage.
Longbow +1 (2x). Ranged Weapon, +11 to hit 150/600ft
Hit. 15 (1d8+1d8+6) Piercing Damage.
Abilities:
Pack Tactics. The Tribal Warrior has advantage on an attack roll against a creature if at least one of the Tribal Warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sentinel. Creatures entering the Warrior's reach provoke an opportunity attack. If hit, the creature's speed drops to 0 their turn.
Relentless. If a single instance of damage would reduce the Warrior to 0hp, but is less than 7, it drops to 1hp instead.
Spear. Melee Weapon: +4 to hit.
Hit. 13 (2d8+4) piercing damage.
Bow. Ranged Weapon: +2 to hit, Range 120ft.
Hit. 9 (2d8+0) piercing damage.
Atlatl. (Reload 5-6) Thrown Range 20ft. +4 to hit.
Hit. 9 (2d4+4) piercing damage, and the creature is grappled. When creatures escape the grapple, they take an additional 7 (2d6) slashing damage. A successful DC 10 Medicine check negates this damage.