Vital Spirit. Annihilape does not need to sleep, and magic cannot put it to sleep.
Anger Point. Annihilape has advantage on attack rolls.
Defiant. Annihilape has +5 to initiative.
Spectral Attacks. Annihilape's attacks are magical.
Multiattack. Annihilape uses Low Kick twice. Instead, a Low Kick can be replaced by a Shadow Punch, if it is available.
Low Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 24 (8d4 + 4) bludgeoning damage.
Rage Fist (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 39 (10d6 + 4) bludgeoning damage. If Annihilape has already been hit by an attack this round, Rage Fist does an additional 14 (4d6) damage.
Shadow Punch (Recharge 6). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 24 (8d4 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
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