Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
On hit: 4 (1d6+1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
On hit: 6 (2d4+1) slashing damage.
Maximus from Tangled
Trampling Charge. If the horse moves at least 20 ft straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 strength saving throw or be knocked prone. Then, the horse can make another attack with its hooves against it as a bonus actions.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
On hit: 11 (2d6+4) bludgeoning damage.
Warhorse Armor:
An armored warhorse has an AC based on the type of barding worn. The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.
Barding and AC:
Leather 12
Studded Leather 13
Ring Mail 14
Scale Mail 15
Chain Mail 16
Splint 17
Plate 18
Little black widow with iridescent shimmer on the back.
Web Sense. While in contact with a web, the spider knows the exact location of any creature in contact with the same web.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
On hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Small cat with wings.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
The tressym cannot speak any language.
Detect Invisibility. Within 50 ft of the tressym, magical invisibility fails to conceal anything from the tressym's sight.
Poison Sense. The tressym can detech whether a substance is poisonous by taste, touch, or smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
On hit: 1 slashing damage.
Pandora-esque, sleek, black-as-night, crocodile/komodo dragon.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
On hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12).
Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Creepy, eerie, yet ethereal barn owl.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
On hit: 8 (2d6+1) slashing damage.
Jacob Black from Twilight Saga New Moon.
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 attack rolls 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.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. On hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.