Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one
target.
Hit: 27 (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: 32 (6d8 + 5) bludgeonifig damage.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature it must succeed on a DC 14 Strength saving throw or be knocked prone
Ram. +6 to hit, reach 10 ft., one target
Hit: 11 (2d6 + 4) bludgeoning damage
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit 22 (4d8 + 4) bludgeoning damage.
Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 7 (2d4 + 2) piercing damage
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature
Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 +2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one creature
Hit: 7 (1d10 +2) bludgeoning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.
Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 +2) slashing damage
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d4 piercing + 1d6 acid
Flyby. The pteranodon doesn't provoke an opportunity attack when it flies out of an reach.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage