STR 14 (+2)
DEX 15 (+2)
CON 13 (+1)
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12
Traits
Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.
STR 14 (+2)
DEX 12 (+1)
CON 10 (+0)
Senses Passive Perception 11
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
STR 16 (+3)
DEX 10 (+0)
CON 12 (+1)
Senses Passive Perception 10
Traits
Charge. If the reindeer 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) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
(Simple Melee Weapon) Attack Roll.
Damage Roll. 1d4 Slashing
Mastery
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
(Simple Melee Weapon) Attack Roll.
Damage Roll. 1d6 Bludgeoning
Mastery
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Armor Class. +2
STR 15 (+2)
DEX 12 (+1) (Save +3)
CON 13 (+1)
Senses Darkvision 60 ft., Passive Perception 10
Traits
Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
STR 2 (-4)
DEX 16 (+3)
CON 10 (+0)
Skills Perception +4, Stealth +5
Senses Darkvision 30 ft., Passive Perception 14
Traits
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
STR 15 (+2)
DEX 14 (+2)
CON 12 (+1)
Skills Perception +2, Stealth +4
Senses Blindsight 10 ft., Passive Perception 12
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).