Rolling

Prerequisites: or

Rolling Elite Skirmisher
or XP Elite
Defenses +2 AC; +2 Reflex
Saving Throws +2
Action Points 1
HP +8 per level + Constitution score
Powers
Rollout (move; at-will)
The monster curls up into a ball and shifts its speed +2. It cannot enter a square it just left with this movement. It may enter another character's space as part of this movement and make a Rollover attack as an opportunity attack (see below.) If the monster ends its movement in a character's space, it makes another Rollover attack against the character. The character then moves to any open adjacent space (character's choice.) A character can attempt an Athletics check vs the monster's Reflex defense as an immediate reaction to leap over the rolling monster.
Rollover (free, when the monster enters another character's space as part of the Rollout movement; at-will)
Level +3 vs Reflex; 2d6 damage and knock prone. This damage increases to 3d6 at level 11, and 4d6 at level 21. The monster cannot attack the same creature twice in one round with this power (except for when it ends its move in the creature's square - see Rollout.)
Unroll
Choose a set of 2 or 3 skills appropriate for tripping or uncurling the monster. For example, Bluff and Acrobatics to outmaneuver the monster, or Athletics and Endurance to force it open with raw strength. An adjacent opponent can engage in a skill challenge to force the monster to stop rolling. DC 20 + 1/2 level, Complexity 1 (4 successes before 2 failures). Success prevents the monster from being able to use the Rollout and Rollover abilities. On a failure, the monster makes a Rollover attack against the character as an immediate reaction.