Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight
Multiattack. The eagle makes two attacks: one with its beak and one with its talons
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 1d6 + 3 piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 2d6 + 3 slashing damage
Pack Tactics. The velociraptor has advantage on an attack roll against a creature ifat least one ofthe velociraptor's allies is within 5 feet ofthe creature and the ally isn't incapacitated
Multiattack. The velociraptor makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack:+4 to hit, reach 5 ft., one target.
Hit: 1d4 + 2 slashing damage.
Trampling Charge. If the triceratops moves at least 20 feet
straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 4d8 + 6 piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
creature.
Hit: 3d10 + 6 bludgeoning damage
Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one
target.
Hit: 5d8 + 5 bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be
knocked prone.
Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Hit: 6d8 + 5 bludgeoning damage
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 3d10 + 6 piercing damage