Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
3x Handaxe Multiattack. +12 to hit.
Hit. 18 (3d6+7) Slashing Damage.
Greataxe. Melee Weapon Attack: +12 to hit, Reach 10 ft.,
Hit: 66 (9d12+7) slashing damage, and is moved 35ft, and knocked prone if they fail a DC 20 STR Save. Success and they are moved half as much and not knocked prone.
Pilium +3. +15 to hit, Thrown Range 80/240 ft.,
Hit: 44 (9d6+12) piercing damage, and must make a DC 20 STR save to keep holding any shields htey are carrying. Creatures without shields must make a DC 20 CON save or be stunned until the end of their next turn.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
5x Arm Multiattack Weapon Attack. +7 to hit.
Hit. 12 (2d6+5) Slashing damage.
Arm Blaster. Spell Attack. +4 to hit, Range 30ft.
Hit. 9 (2d6+2) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Pack Tactics. The Modron has advantage on attacks against any creature within 5ft of an ally.
Defensive Swarm. Modrons add +1 to their AC, Attack & Damage Rolls for every friendly Modron within 5ft.
4x Shortbow Multiattack +8 to hit., Range 160/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +8 to hit.
Hit. 13 (2d8+4) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 40ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Magic Resistance. The House Elf has advantage on saving throws against spells and other magical effects.
Counterspell (Recharge 6). As a reaction, the House Elf can interrupt the casting of spells within 90ft. Spells of Level 6 or lower automatically fail, otherwise the House Elf must make a WIS check.
Magical Retaliation. As a reaction to being harmed by a creature it can see, the House Elf can trigger a Wild Magic Surge in the creature. Spell Level 6, DC 19.
3x Arcane Blast. Spell Attack. +11 to hit.
Hit. 19 (3d8+5) Force damage.
Duelist. In lieu of one extra attack, the House Elf can add 7 (1d12) to the damage of their attack and force a save against one of the following conditions.
Disarm, DC 19 STR save. Failure by five or more and the House Elf grabs the weapon.
Prone or Push. DC 19 DEX save, Failure to beat a 19 gets both.
Parry. House Elf gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 19 WIS save. All attacks against victim have advantage until end of House Elf's next turn. Failure to beat a 19 grants disadvantage on saves.
Taunt. DC 19 CHA save. Target cannot move beyond 60ft from the House Elf until the end of their next turn.
Gut Worms. DC 19 CON save, or target is Poisoned until the end of the House Elf's next turn.
Grovel, Cower, and Beg. (Recharge 5-6) As an action the House Elf can cower pathetically to distract nearby foes. Until the end of their next turn, their allies gain advantage on attack rolls and skill checks against enemies within 30 feet of you that can seeor hear.
===Reactions===
Mage Slayer. The House Elf may make an Opportunity Attack if a creature casts a spell within 30ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.