Dungeon Crawl Classics uses a much more fluid system of stats then D&D. Most of the monster design is about tweaking the encounter to make it feel right in my opinion. You have a lot more freedom in encounter design because you are not constrained by having to shoehorn the monsters into an encounter challenge rating. When designing DCC monsters, I like to start with thinking about what makes the monster a monster. Similar to the D&D encounter, I think it is a good idea to design the encounter in a way that the party can get through it, but at the same time, you also have the freedom to design it the way you want. Player death is a lot more manageable in DCC, because new characters can be generated relatively quickly. Players tend to be more bold in DCC, so it is fun to design the encounters with this in mind. I generally use a combination of looking in the core rulebook and printed adventures for the level that I am creating for to get a rough idea of stats. I also use this great post by ravencrowking, one of the best DCC bloggers, to help give me focus.
Init: +1; Atk bite +3 melee (1d8); AC 13; HD 2d10; MV 40’; Act 1d20; SP +1d if another dune dog in melee; SV Fort +3, Ref +3, Will, +0; AL N
Init: +2; Atk +4 club (1d4 plus DC 12 Ref save or blinded for one round), whip +2 r (1d6+1 plus DC 12 Ref save or be entangled), short bow +2 ranged (1d6, range 50/100/150’); AC 12; HD 2d8; MV 25’; Act 1d20; SP able to move out of melee range of its current target after it takes melee damage. SV Fort +2, Ref +4, Will, +1; AL C
Sand Shifter Shaman
Init: +3; Atk +2 dagger (1d4), short bow +2 ranged (1d6, range 50/100/150’); AC 14; HD 2d8; MV 25’; Act 1d20; SP able to move out of melee range of its current target after it takes melee damage, spellcasting (+4 spell check), lay on hands as a cleric; SV Fort +1, Ref +4, Will, +3; AL C
Sand shifter shamans can cast the cleric spell blessing, and the wizard spell scorching ray.