Heavy Defenses- When the armoroll takes the dodge or dash action, the Armoroll's AC increases by 3 and it becomes resistant to nonmagical piercing, slashing, and bludgeoning damage.
Balled up- When the armoroll takes the dash action, it can move an aditional 30 feet of movement, for a total 90 ft in one turn.
Multiattack: Armoroll may make 2 claw attacks on its turn, or 1 of any other action
Rollout: Armoroll takes the dash action
Contagious Claws Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 15 (2d10 + 5) slashing damage. On hit, target must make a DC 12 Con Save. On a fail, it is affected by Mindmush.
Incredibly Contagious- If the armoroll takes more than 7 slashing damage in one attack, the attacking creature must pass a DC 12 Constitution Saving throw. On a fail, it is affected by "Mindmush"
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