Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium zombie. The swarm can't regain hit points or gain temporary hit points.
Undead Fortitude. If a swarm takes 10 damage or more in a sigle turn it must make a Constitution saving throw with DC of 5+ the damage taken, unless the damage is radiant or a critical hit. On a fail, the swarm deals 1d6 less damage on its bite attack.
Multiattack. The swarm of Zombies makes one slam attack and a bite attack against every creature sharing a space with it.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 24 (6d6 + 3) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 3) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 13) and is pulled 5 ft. toward the Swarm of Zombies. Until this grapple ends, the target is restrained.
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. Tne thug makes two melee attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Multiattack. Tne Kenku makes two melee or ranged attacks.
Short sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.