I statted up some 5e dudes to use w/ One Thousand Dead Babies by Zzarchov Kowolski
Brigand HP 11, AC 12, Avg. Stats (10). 25xp Shortsword (+3 d6+1), Light Crossbow (+3 d8+1) Cultist HP 9, AC 12, Avg. Stats (10). 25xp Shortsword (+3 d6+1), Dark Devotion. Advantage on saves vs. charm or fright Ruffian HP 16, AC 14, Avg. Stats (12), Perception 11. 100xp. Multi-Attack. Shortsword (+4 d6+2), Shortbow (+4 d6+2) Elf Scout HP 16, AC 13, Dex 16, Nature/Survival +4, Stealth/Perception +6. 100xp Multi-Attack. Shortsword (+5 d6+3), Shortbow (+5 d6+3) Wolf HP 11, AC 13, Dex 15, Stealth +4, Perception 13. Speed 40ft. 50xp Bite (+4 2d4+2) Keen Senses. Advantage on Perception Checks Pack Tactics. Advantage on attack rolls if an ally is within 5ft of target. Beast HP 26, AC 13, Str & Dex 15, Perception 13. 200xp Multi-Attack. Bite and Claw (+4 d8+2) Pounce – If charge 20ft and hit with claw, DC 13 Str test or prone Evil MU HP 22, AC 12, Int 17, Str 8, Perception 11. Spells +5, DC 13. 300xp Cantrips: Light, Shocking Grasp, Chill Touch 1st Level (4 slots): Charm Person, Mage Armor, Magic Missile 2nd Level (3 slots): Hold Person, Misty Step, Darkness Witch HP 28, AC 14, Wis 17, Str 8, Perception 14. Spells +5, DC 13. 300xp Cantrips: Druidcraft, Thorn Whip, Poison Spray 1st Level (4 slots): Charm Person, Faerie Fire, Fog Cloud 2nd Level (3 slots): Heat Metal, Spike Growth, Flaming Sphere Cleric HP 30, AC 16, Wis 17, Dex 8, Perception 14. Spells +5, DC 13. 300xp Cantrips: Thaumaturgy, Light, Sacred Flame 1st Level (4 slots): Bless, Command, Inflict Wounds 2nd Level (3 slots): Hold Person, Spiritual Weapon, Silence Evil Knight HP 52, AC 18, Str/Con 16, History/Religion/Intimidation +5 700xp Multi-Attack. Greatsword (+5 2d6+3), Heavy Crossbow (+2 d10) Dark Devotion. Advantage on saves vs. charm or fright Leadership. All allies in LOS get d4 on attack rolls and saves for 1 min. Parry (reaction). Add 2 to AC against one melee attack that would hit. Half-Goat HP 76, AC 11, Str/Wis 18, Perception 17. Darkvision 60ft. 700xp Multi-Attack. Spear (+6, d8+4) Gore (+6, d8+4) Reckless. Gain advantage on all attacks, all attacks against have Adv.