Sure-Footed. A sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
Ram. Melee Attack Roll: +2 to hit, reach 5 ft.
Hit: 1 Bludgeoning damage, or the goat deals 2 (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.
Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Attack Roll: +0, reach 5 ft.
Hit: 1 Piercing damage.
Damage Vulnerabilities: Bludgeoning
Frightened. The sea gull can take the Disengage action as a bonus action on its turn.
Beak. Melee Attack Roll: +3, reach 5 ft.
Hit: 1 Slashing damage.
Taunt (Recharge 5-6). Range: 30ft. The target of the taunt must make a DC 11 Wisdom saving throw or have disadvantage on the next ability check or attack roll made within the next minute. If the targeted creature is Deafened, they automatically succeed the save.
Proficiency Bonus +2
Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength.
Scratch. Melee Attack Roll: +4, reach 5 ft.
Hit: 1 Slashing damage.
Agile. The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach.
Bite. Melee Attack Roll: +2, reach 5 ft.
Hit: 1 Piercing damage
Proficiency Bonus +2
Hooves. Melee Attack Roll: +6, reach 5 ft.
Hit: 9 (2d4+4) Bludgeoning damage. If the horse moved at least 20 ft. straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.
Proficiency Bonus +2
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally doesn't have the Incapacitated condition.
Bite. Melee Attack Roll: +5, reach 5 ft.
Hit: 8 (1d10+3) Piercing damage, and the target has the Prone condition if it is Huge or smaller.
Magic Resistance. The giant dragonfly has advantage on saving throws against spells and other magical effects.
Bite: Melee Attack Roll: +4, reach 5 ft.
Hit: 4 (1d6+1) Piercing damage.
Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Bite. Melee Attack Roll: +6, reach 5 ft.
Hit: 11 (2d6+4) Piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.
Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15 ft. cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) Cold damage on a failed save, or half as much on a successful one.
Proficiency Bonus +2
Multiattack. The bear makes two Rend attacks.
Rend. Melee Attack Roll: +4, reach 5 ft.
Hit: 5 (1d6+2) Slashing damage.
Proficiency Bonus +2
Bite. Melee Attack Roll: +4 to hit, reach 5 ft.
Hit: 4 (1d4+2) Piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) Poison damage. If the Poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned this way.
Proficiency Bonus +2
Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.
Bite. Melee Attack Roll: +5, reach 5 ft.
Hit: 7 (1d8+3) Piercing damage plus 7 (2d6) Poison damage.
Web (Recharge 5-6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 ft.
Failure: The target has the Restrained condition until the web is destroyed (AC 10, HP 5, Vulnerability to Fire damage, Immunity to Poison and Psychic damage).
Sting. Melee Attack Roll: +4 to hit, reach 5 ft.
Hit: 5 (1d6+2) Piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save, or half as much damage on a successful one. If the Poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned this way.
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Proficiency Bonus +2
Multiattack. The eagle makes two attacks: one with it's beak and one with its talons.
Beak. Melee Attack Roll: +5 to hit, reach 5 ft.
Hit: 6 (1d6+3) Piercing damage.
Talons. Melee Attack Roll: +5 to hit, reach 5 ft.
Hit: 10 (2d6+3) Slashing damage.