Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Reckless. Guz can choose to gain advantage on all melee weapon attacks during his turn, but in return all attack rolls against him also have advantage until the start of his next turn
Whirling Greatsword. Melee Weapon Attack +5 to hit, reach 5ft., two separate targets. Hit: 2d6+3 slashing 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 Wisdom (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 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Multiattack. The ape makes two Slash attacks.
Slash. 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.
Bite. Melee weapon attack +6 to hit, reach 5ft. one target. Hit: 15 (2d10+4) piercing damage.
Splinter Breath (Recharge 5-6). The Bed Dragon Wyrmling sends out a shower of wooder splinters in a 15 foot cone. Each creature in that area must make a DC13 Dexterity Save, taking 24 (7d6) piercing damage on a failed save, or half as much on a successful one.
Spellcasting. Noke is a 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC14, Spell attacks +6 to hit). He has the following spells prepared:
Cantrips (at will): Ray of Frost, Mending, Prestidigitation, Message
First level (4 slots): Expeditious Retreat, Jump, Thunderwave.
Second level (3 slots): Enlarge/Reduce, Levitate
Third level (3 slots): Haste, Slow
Fourth Level (1 slot): Polymorph
Dagger. Melee or ranged weapon attack: +5 to hit, reach 5ft or range 20/60 ft. one target. Hit 4 (1d4+2) piercing 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 incoherently 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 a 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. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bite. 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 DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.