Curl Up. The Armaroo can turn into a ball increasing its AC to 20, but reducing its speed to 15ft.
Spring Footed. The Armaroo can jump up to 15ft.
Canonball Ram. If the Armaroo moves atleast 15ft towards a creature the Armaroo turns into a ball to attack the creature. They must succeed on a Dexterity Saving Throw DC:14. On a failure they take 1d10 Bludgeoning damage & the Armaroo lands within 10ft of the target without proviking an atack of opportunity.
The Armaroo has Multiattack: 1 with its claw & 1 with its tail. It can replace the claw attack with a Canonball Ram.
Claw. Melee Weapon Attack: +6 to hit, 5ft reach, 9 (2d4+3) Slashing damage.
Tail Whip. Melee Weapon Attack: +6 to hit, 10ft reach, 8 (1d8+3) Bludgeoning damage.
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