Apex Blood. The apex regains 5 hit points at the start of its turn if it has at least 1 hit point, has advantage against saving throws against being poisoned, and has resistance to poison damage. Pounce. If the apex moves at least 20 feet straight toward a creature and then hits it with an impale attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the apex can make one bite attack against it as a bonus action. Surprise Attack. If the apex surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 17 (5d6) damage from the attack.
Multiattack. The Apex makes two attacks: only one of which can be an Impale attack. Bite. Melee Weapon Attack: +8 to hit, reach 5ft. one target. Hit: 11 (2d6+4) 2d6+4 piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5ft. one target. Hit: 11 (2d6+4) 2d6+4 slashing damage. Impale. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 13 (2d8+4) 2d8+4 piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17) and is moved within 5 ft. in front of the Apex. Until the grapple ends, the Apex has advantage on attacks against the grappled creature, and the Apex can't use this attack. Spikes (Recharge 6). Ranged Weapon Attack: +8 to hit, range 20/40 ft. one target. Hit: (2d4+4) 2d8+4 piercing damage.