Streets of Blood, Wave 1

Spoiler: Town Guard
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Medium Humanoid, any alignment
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Armor Class 16 (chain shirt, shield)
HP 11 (2d8+2)
Speed 30 ft
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Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
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Skills Perception +2
Senses passive Perception 12
Languages Common
CR 1/8 (25 XP)
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Actions
Spear (melee 5 ft) +3: 1d6+1 piercing.

Spoiler: Militia Crossbowman
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Medium Humanoid, any alignment
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Armor Class 14 (chain shirt)
HP 11 (2d8+2)
Speed 30 ft
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Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
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Skills Perception +2
Senses passive Perception 12
Languages Common
CR 1/8 (25 XP)
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Actions
Light Crossbow (ranged 80/320 ft) +3: 1d8+1 piercing.

Spoiler: Lion of Brindol
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Medium Humanoid, Lawful Good
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Armor Class 18 (plate)
HP 52 (8d8+16)
Speed 30 ft
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Str 16 (+3), Dex 11 (+0), Con 14 (+2)
Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
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Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
CR 3 (700 XP)
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Brave. The Lion of Brindol has advantage on saving throws against being frightened.
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Actions
Multiattack. The Lion of Brindol makes two melee attacks.
Greatsword (melee 5 ft) +5: 2d6+3 slashing.
Heavy Crossbow (ranged 100/400 ft) +2: 1d10 piercing.
Leadership (Recharges after a short or long rest). For 1 minute, the Lion of Brindol can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Lion of Brindol. A creature can benefit from only one Leadership die at a time. This effect ends if the Lion of Brindol is incapacitated.
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Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Spoiler: Hobgoblin Regular
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Medium Humanoid (goblinoid), Lawful Evil
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Armor Class 18 (chain mail, shield)
HP 11 (2d8+2)
Speed 30 ft
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Str 13 (+1), Dex 12 (+1), Con 12 (+1)
Int 10 (+0), Wis 10 (+0), Cha 9 (-1)
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Senses darkvision 60 ft, passive Perception 10
Languages Goblin, Common
CR 1/2 (100 XP)
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Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
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Actions
Longsword (melee 5 ft) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing

Spoiler: Hobgoblin Sergeant
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Medium Humanoid (goblinoid), Lawful Evil
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Armor Class 17 (half plate)
HP 39 (6d8+12)
Speed 30 ft
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Str 15 (+2), Dex 14 (+2), Con 14 (+2)
Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
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Skills Intimidation +3
Senses darkvision 60 ft, passive Perception 10
Languages Goblin, Common, Draconic
CR 3 (700 XP)
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Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
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Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword (melee 5 ft) +4: 2d6+2 slashing
Javelin (ranged 30/120 ft) +4: 1d6+2 piercing
Leadership. For 1 minute after activating this feature, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated. Once the sergeant activates this feature, it must finish a short or long rest before it can use it again.
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Equipment
Potion of Healing. Restores 2d4+2 HP when drunk.

Spoiler: Manticore
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Large Monstrosity, Lawful Evil
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Armor Class 14 (natural armor)
HP 68 (8d10+24)
Speed 30 ft, fly 50 ft
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Str 17 (+3), Dex 16 (+3), Con 17 (+3)
Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
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Senses darkvision 60 ft, passive Perception 11
Languages Common
CR 3 (700 XP)
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Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
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Actions
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite (melee 5 ft) +5: 1d8+3 piercing
Claw (melee 5 ft) +5: 1d6+3 slashing
Tail Spike (ranged 100/200 ft) +5: 1d8+3 piercing


Encounter Composition
Allied:
Town Guard *6
Militia Crossbowman *3
Lion of Brindol

Enemies:
Hobgoblin Regular *6
Hobgoblin Sergeant *2
Manticore *2


XP Award: 3400 (divided among NPCs too)

Setup

Place all the allied NPCs behind the barricade across the street. Let the PCs think of improvements such as putting the crossbowmen up on roofs of nearby buildings.

Tactics
Make sure to get good use out of the Leadership auras, and let the Manticores fire away from the tops of buildings rather than engaging in melee.

Notes
Of course Streets of Blood, like most of the Battle of Brindol, is an attrition process. The individual encounters shouldn't be that difficult, but going through all of them in one day should stretch the PCs' resources very thin.