Charge. If the Anguirus Minor moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Shapechanger. The Anguirus Minor can use its bonus action to morph into a rolled up ball form, or back into its true form. Its statistics, other than its AC, are the same in each form.
Siege monster. The Anguirus Minor deals double damage to constructs and structures.
Deflecting Spines. The Angurius Minor can use its action to reduce its speed to 0 and gain immunity to ranged attacks until the start of its next turn.
Multiattack. The Anguirus Minor makes three attacks:
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 5) piercing damage. On succesful attack, the target must pass a dc 15 strenght save or become grappled by the Anguirus.
Gore. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, any creature within 5 feet of this attack must make a dc 15 strenght save or be knocked prone.
Gore (Ball form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 5) piercing damage.
Deflecting Spines attack. The Angurius Minor while in its deflecting spines stage, The Anguirus Minor can use its reaction to launch one attack back at a tagret of its choice. +8 using the the damage dice of the original weapon.
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