I'm not much familiar with Pathfinder stat blocks, but in the 3.5 blocks, you look for the attacks that say something like:
Slam +5 (1d12) AND Bite +4 (1d6)
...and the AND means they can do both in one round. They also list the attacks possible after (or before) a move with an OR (Slam OR Bite), so the AND attacks are usually if the creature is doing nothing else (there are exceptions IIRC, like the Hydra).
In DCC terms, that'd be something like having multiple Action Dice, and if you don't use them for movement, you can then make multiple attacks.
I'm not saying your best option is to just port them straight over, but if you're doing it on the fly, them's the basics.
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.Playing RPGs since 1977
• Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!Here Be DCC Monsters...General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork
Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)