These generic stat blocks are arranged by type. They are all 5d6 stat blocks with a default race assumption of Human. They can be easily flavored, or be customized.
Burst 3. Attack all within area (make one attack roll) centered on a point within 12 squares. Wizard’s fireball or soldier with a grenade launcher. Cone 3. A breath weapon, spell, flamethrower, or heavy automatic weapon.
Mighty Blow. Make one attack roll and do damage for two attacks (6d6+6) in one attack, using two actions. This means SOAK only applies once. Charge. Move SPEED 3 and make an attack with one action.
Third attack. If the creature makes two melee attacks, it gets a third attack for free. Achilles Heel. Bypass SOAK once per foe. Stealthy. Make 5d6 stealth checks to remain effectively invisible. Poison. Attacks inflict Poisoned or Sick conditions.
Dive For Cover. On a missed attack, use a reaction to move SPEED 5 and either get prone or behind cover. Backpedal. When someone attempts a melee attack, use a reaction to step back 5’ and take a shot. Panicked Unload. Fire two shots at a target and if both hit, gain a third shot.
Healing. Heal allies with an action by 2d6 HEALTH. Each can only benefit once. Leadership. Donate LUC (3d6) dice to allies; must declare before dice are rolled. Designate Target. Choose one target. That target may not benefit from cover until another target is selected. Wizard illuminates target or commander uses tactical battlefield targeting drone. Battlefield Control. Create difficult terrain or darkness in a Burst 3. Icemage creates icy patch, engineer throws caltrops. Summon. Summon/create/activate 1d6 mooks. Necromancer summoning skeletons or engineer activating security droids. Give Orders. All allies within 30' get an immediate bonus action.
Deceive. An illusion of self disguises the NPC’s true location. Controller. A mental attack makes the target Charmed. Taunt. A mental attack makes the target Angry.