Aggressive. As a bonus action, the Ape Nightmare can move up to its speed toward a hostile creature that it can see.
Keen Smell. The Ape Nightmare has advantage on Wisdom (Perception) checks that rely on smell.
Frightful Presence. Each creature of the ape nightmare's choice that is within 120 feet of it and aware of it must succeed on a DC 10 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the the effect for the next 24 hours.
Sunlight Sensitivity. While in sunlight, the ape nightmare has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Ape Nightmare makes seven attacks: one with its bite and four with its claws and two with its tentacles.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.
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