Multiattack. The snake makes one Bite attack and uses Constrict.
Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.
Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.
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 the spider knows the location of any other creature in contact with the same web.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.
Multiattack. The ape makes two Fist attacks.
Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.
Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.
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 feet of the creature and the ally doesn't have the Incapacitated condition.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1d10 + 3 Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.