Undead Fortitude: If damage reduces the zombie to 0 hit points, it makes a Con save 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 1hp instead of dying.
Unusual Nature: The zombie doesn't eat, sleep, or poop.
Slam. Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 1d6+1 bludgeoning
Blood Drain: Melee Weapon Attack: +5 to hit, reach 5ft, one target.
Hit: 1d4+3 piercing damage, and the stirge attaches to its target. While attached, the stirge doesn't attack. Instead at the start of each of the stirge's turns, the target loses 1d4+3 hp. The stirge will detach after the target loses 10hp. Any creature can use an action to detach a stirge.
Inquiring Mind (1/day): The kobold can cast detect magic using intelligence.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Alchemical Flame (Recharge 6): The kobold unleashes fire in a 15foot cone. Each creature in that area must make a DC12 Dex save, taking 3d6 on a fail and half on a success.
Multiattack. The harpy makes on Claw attack and one Club attack.
Claw Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 2d4+1 slashing
Club Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 1d4+1 bludgeoning
Luring Song: All creatures within 300ft make a DC11 Wis save or be charmed. The harpy must continue singing each turn as a bonus action.
While Charmed targets ignore the song of other harpies. They must move to within 5ft of the harpy by the most direct route.
If the target succeeds a saving throw, they are immune for 24 hours.
Death Burst: When the Fume Drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the Fume Drake must succeed on a DC11 Con saving throw or take 1d8 poison damage.
Unusual Nature: The fume drake doesn't eat, sleep, or poop.
Bite Melee Weapon Attack: +4 to hit, reach 5ft, one target.
Hit: 1d4+2 fire damage
Scalding Breath: The fume drake exhales a 15ft cone of scalding steam. Each creature in that area must make a DC11 Dex save, taking 1d8 fire damage on a fail, and half on a success.
Heated Body: A creature that touches the snake or hits it with a melee attack within 5 feet of it takes 1d6 fire damage.
Vulnerable to cold damage.
Multiattack: The snake makes on attack with Bite and one with Tail each turn.
Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d4+1 piercing, 1d6 fire
Tail: Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 1d4+1 bludgeoning, 1d6 fire.
Bite: Melee Weapon Attack: +5 to hit, reach 5ft. one target. Hit 1d10+3 piercing damage plus 1d6 lightning damage
Lightning Breath: (Recharge 5-6) The dragon exhales lighting in a 30 foot line that is 5-feet wide. Each creature in that line must make a DC12 Dex save, taking 4d10 on a failed save, and half damage on a success.