Here is the updated encounter(s):
[Outside the Tower]
2 Goblins man a ballista cannon that deals 3d12 + 9 piercing damage on a hit on top
of a tower
Hit Points: 40
Range: 100/300 feet
Each Goblin has 7 HP and 15 Armor Class with 1d6 short bows that reach 80/320 feet
[Inside Tower]
3 Bugbears guarding the room to the Mind Flayer
Bug Bear stats:
Hit Points:27
AC: 16
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it
(included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during
the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage.
Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage.
Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
[Mind Flayer Room]
Champion stands in the middle of the room and protects the Mind Flayer and Archmage.
HP: 143
AC: 18
Greatsword: 2d6 + 5 slashing damage
Longbow: 1d8 + 3 piercing damage range of 150/600 feet
Has Advantage on Saving Throws
Mind Flayer summons x1 Grells per turn on a chance of 4 and above on a 1d6
Stands behind the 4 goblins that are protecting him and has a pool of acid
that heals him for 2d4 per turn he stands in the acid puddle. Hurts the players
for 2d4.
Mind Flayer Stats
HP: 44
AC:13
Saving Throws: INT +5, WIS +5
Skills: Perception +5, Stealth +5
Mind Blast (Recharge 5–6): A 60-foot cone. Creatures must succeed on a
DC 15 Intelligence saving throw or take 13 psychic damage and be stunned for 1 minute
(can repeat save at end of each turn)
Tentacles: Melee attack +7 to hit, reach 5 ft., deals 15 (2d10 + 4) psychic damage.
On hit, grapples Medium or smaller targets (escape DC 15), which must succeed on a DC
15 INT save or be stunned until grapple ends.
Advantage on saving throws against magic spells and magic effects
Archmage stands on the right side of the Mind Flayer Room and immediately casts Cone of Cold
once the Paladin and Barbarian get within range. Stands behind a makeshift wall for cover.
which deals 8d8 damage on a failed Constiutition Saving Throws versus Spell Save 17 and +9
to hit with magic ranged spells.
Archmage stats
HP: 99
AC: 13
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Advantage on saving throws against magic spells and magic effects
Spells:
Cantrip: Fire Bolt and Shocking Grasp
1st Level: 4 Slots - Detect Magic, Mage Armor, Magic Missile
2nd Level: 3 Slots - Misty Step
3rd Level: 2 Slots - Counterspell
4th Level: 2 Slots - Fireshield
5th Level: 2 Slots - Cone of Cold
Grells appear next to the Mind Flayer when he summons them with these stats.
When summoned the Grells travel along the ceiling of the room to attack the
Druid and Bard which are concealed in fog.
HP: 55
AC: 12
Skills Perception +4, Stealth +6, Passive Perception 14
Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2)
piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be
poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw
at the end of each of its turns, ending the effect on a success. The target is also grappled
(escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends.
While grappling the target, the grell has advantage on attack rolls against it and can't use this
attack against other targets. When the grell moves, any Medium or smaller target it is grappling
moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Fire Elemental and Shied guardian