Good point. How about this? Since they are focused on lower-mid CR creatures, keeping lair actions more minor than high CR creatures already have is something to keep in mind, and thus no need to differentiate between minor and major.
Leader (5-10 members of a group)
+1 to each ability score, +1 CR, +2 HD, +1 damage to each attack, access to 2 lair actions
Lieutenant (10-25 members of a group)
+2 to each ability score, +2 CR, +1 Proficiency bonus, +5 HD, 1 extra attack action per round, 3 lair actions, one trait
Captain (25-50 members of a group)
+3 to each ability score, +3 CR, +1 Proficiency bonus, +1 AC, +7 HD, 1 extra attack action per round, 4 lair actions, one trait
Chieftain/Chieftess (50+ members of a group)
+4 to each ability score, +4 CR, +2 Proficiency bonus, +2 AC, +10 HD, 1 extra attack per round, +2 damage to each attack, all applicable lair actions, two traits
Lair Actions
- Objects within 5ft of the leader, such as a chair, tankard, rock, burning log, dirt, or other item, can be thrown as a reaction by the leader on this initiative count at one target within 30ft. If a ranged attack roll hits (Prof Bonus + Dexterity mod), then the target will be distracted and suffer disadvantage on all attack rolls until the end of its next turn.
- The terrain/furnishings in the lair are so familiar to the leader that they can be utilized to avoid blows, granting a +2 bonus to the leader’s AC until the start of the next round.
- A pitfall, rock deadfall in the ceiling, or other trap is triggered in a 5ft square. Any creature within that area needs to make a Dexterity saving throw or suffer 6 (1d10) damage of a type based on trap (piercing for spikes, bludgeoning for rocks, etc.) and have their movement rate set to 0 until the end of their next turn.
- A light source (torch, fire, lantern) will flash in bright light. All creatures within 30ft of the light source will need to make a Dexterity saving throw or be blinded until the start of the next round. The creatures of this lair are immune as they are prepared for this and know what to expect.
- Roots or vines animate in a 5ft square. Any large sized or smaller creature in this area will need to make an athletics check or be grappled until the start of the next round. The creature may take their action to attempt to break free by making an athletics check.
- A fungi or flower expels spores in a 5ft radius. Any creature in the area of effect will need to make a Constitution saving throw or be charmed until the end of their next turn. Charmed creatures are in a stupor, considered restrained and unable to take any actions.
- A hidden passage opens, known only to the leader and the creatures of the lair. This is a hidden opening, requiring a perception check to succeed against a DC 10+leader’s proficiency bonus. This passage leads to another passage, to the surface, another room, or some other location determined by the GM.