Tivaan

When damage would reduce the zombie to 0 HP, it makes a STR save (DC 5 + damage taken) unless the damage is radiant or a critical hit; on a success it drops to 1 HP instead.
- Slam.1d8+1 Bludgeoning Damage
Two attacks Necrotic Sword and/or Necrotic Bow in any order. (One attack may be replaced with Drink Life).
- •Necrotic Sword.1d8+2 Slashing Damage + 1d8 Necrotic Damage
- •Necrotic Bow.1d8+2 Piercing Damage + 1d8 Necrotic Damage
- •Drink Life.1d8+2 Necrotic Damage.
(Roll 1d6 recharges on 5–6). One creature within 5 ft.; DC 13 STR save; the wight regains HP equal to necrotic damage dealt (half damage on success, no healing).

One Shortsword and one Sling attack, in any order.
- •Shortsword.1d6+2 Piercing Damage
- • Sling.1d4+2 Bludgeoning Damage.
Range: 30 ft (6)
Damage rolls against the mephit are made with Disadvantage unless it is incapacitated.
When the mephit dies, each creature within 5 ft. of it must succeed on a DC 10 DEX save or take 2d4 fire damage (half damage on success).
- •Claw.1d4 Slashing Damage + 1d4 Fire Damage
- •Steam Breath.2d4 Fire Damage.
(Roll 1d6 Recharges on a 6). 15-ft. cone; DC 10 STR save; half damage on success. Each target’s Speed is reduced by 10 ft. until the end of the mephit’s next turn (whether it's save succeeds or fails).
The Red Dragon Wyrmling may make 2 Rend Attacks.
- •Rend.1d10+4 Slashing Damage + 1d6 Fire Damage
- •Fire Breath.7d6 Fire Damage.
(1d6 roll Recharges on 5–6). 15-ft. cone; DC 13 DEX save; half damage on success.
If the zombie would be reduced to 0 Hit Points, it makes a Strength save (DC 5 + the damage dealt) unless the damage was Radiant or a Crit. On a success, it remains at 1 Hit Point instead.
- Slam.2d8+4 Bludgeoning Damage
The nothic makes two Claw attacks.
DC12 WIL Save, one creature the nothic can see within 120 feet (24). Failure: The nothic magically learns one fact or secret about the target.
- •Claw. $1d10+3 Slashing Damage
- •Rotting Gaze.
DC 12 STR Save, one creature the nothic can see within 30 feet (6). Failure: 3d6 Necrotic damage. Success: Half damage.
May make 2 attacks using Vile Mace or Fateful Bolt in any combination
- •Vile Mace.1d6+2 Bludgeoning Damage + 1d6 Necrotic Damage
- •Fateful Bolt.1d12+2 Necrotic Damage.
On successfully damaging a target, the next damage roll made against the target before the end of the Understudy's next turn has Advantage.