Form Buffs. The creatures gain +3 AC when in Shell Form, and get +3 to hit in Offensive Form.
Form Change. The creature can change from forms as bonus actions
Ram (Shell Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) [Bludgeoning] damage.
Spike Throw. RangedWeapon Attack: +5 (+8 in Offensive Form) to hit, range 10/20 ft., 2 targets. Hit: 9 (1d8 + 5) [Piercing] damage. The target rolls a Con saving throw (DC 13) next turn. If failed, they are dealt 1d12 damage due to bleeding. of the target does not have blood, is immune to the previous attack, or passes the Con Saving Throw, this effect does not occur.
Survival Instincts. If the creature is damaged, it gains +1 AC while in Shell Form
Description
These creatures are only seen in dark areas, and are well known for there hard, metal-like shells. Although they have a tough outside, they have soft, black bodies on the inside. They also have big, beady eyes that peer out of its shell when in a protective state.
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