It's hard being a DM, let me tell you. You're trying to keep track of so many things, that it's only natural to forget special case rules and have to homebrew something on the spot.
It's easy to forget that NPC's can take the same actions as PC’s.
Bonus action to down a potion? Check.
Dash away to cover? Check.
Sharpshooter feat? Totally plausible.
Feel free to alter your lower CR critters to give them a little edge if you feel your players are plowing through them like a cleric with Destroy Undead.
But the NPC’s can also take advantage of their surroundings: cover and the like. Let’s call these high ground elements.
Now let’s beef it up with some high ground elements.
Create this encounter with Adventure Builder and tie in with a larger story.
Four bandits and the Captain lie prone about 15 feet away from the wall. If the PC’s try to climb the cliff with the archers, they will move in and flank them. If the PC’s hide behind the wall, they will surprise them from behind.
“Prone? Why would you do that Benjamin?! That means everyone gets advantage on their attacks against them!”
Yes, but only if they're within 5 feet “Otherwise, the attack roll has disadvantage”.
Meaning you have snipers that will be very difficult to hit for lower level players that rely on range based attacks. Not to mention that they’ll benefit from 3/4 cover (+5 AC). The downside to the snipers is they’ll have to use crossbows instead of bows while prone.
I would also house rule that while lying prone you get advantage to stealth checks (but that's just me)
The tree sniper holds his action until the Captain's signal or if the PC’s move closer to the cliff. The Captain and his men hold their action until the players move behind the wall.
Now the players could move to the wall for cover. If they do, it puts them within 15 feet of the Captain and his men. Perfect distance even if they're prone (six attacks, one from each bandit and two from the Captain).
And if the players run to the cliff and attempt to climb? Then the Captain and his men move up to the wall, draw their bows/crossbows and open fire on the players from behind. And they’ll have half cover (+2 AC) from that wall.
Check out our helpful Random Encounter Generators link page
The PC’s could drop a crane on a distracted dragon you make up on the spot with Scabard's Dragon Name Generator.
An outnumbered thief near a fort under construction? Grab the rope, cut the counterweight, and she can make her escape while the party tries to avoid the crashing cargo.
Remember: you are free to be as creative as your players. And knowing how to manipulate the terrain with high ground elements can change the advantages dramatically. And it will make your encounters more memorable as well.