Invulnerability III. 1/4 Damage from all sources
Impact. 12d6 extra damage once per turn
Alacrity II. Can dash, disengage, dodge, or hide as a Bonus Action. Can take a single action of your choice as a bonus action (not multiattack)
Sharp Senses I. Blindsight out 30 feet
Keen III. 14-20 Crit Range
Multi-Attack II. 2 More Attacks
Precision I. Bonus +5 to all attacks
Magic Fists. All Attacks are magic
Multiattack. The ape makes 6 fist attacks.
Fist. Melee Weapon Attack: +27 to hit, reach 10 ft., one target. Hit: 53 (6d10 + 13) bludgeoning damage.
Rock. Ranged Weapon Attack: +27{"diceNotation":"1d20+27","rollType":"to hit","rollAction":"Rock"} to hit, range 50/100 ft., one target. Hit: 53 (10d6 + 13) bludgeoning damage.
Massacre (Recharge 5–6). The creature makes a single weapon attack against a target of its choice within reach or range of one of its weapons. On a successful hit, the target takes additional necrotic damage equal to the target’s missing hit points.
Primal Cry. The creature emits a ferocious war cry which can be heard by creatures up to 1 mile away. Enemy creatures that can hear the cry must succeed on a DC 26saving throw or be permanently frightened or be frightened until they do not have line of sight to the bloodsworn creature, whichever is longer.
Gore-soaked Triumph. When the creature deals damage with a weapon attack, it can immediately take a bonus action to gain temporary hit points equal to the damage dealt. These temporary hit points last until the creature finishes a short or long rest.