JavelinShield
Your claws are natural weapons, which you can use to make unarmed strikes for 1d4 + 3 slashing damage.
Your shell provides a base AC of 17. Your Dexterity modifier does not affect your AC, and you gain no benefit from wearing armor.
Action. You withdraw into your shell. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While you are in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Reaction. You are surrounded by invisible, necrotic spores. When a creature you can see moves into a space within 10 ft. or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to it unless it succeeds on a DC 14 Constitution saving throw.
Action. Expend a use of your Wild Shape feature to awaken your spores. You gain 20 temporary hit points for 10 minutes, or until you expend another use of Wild Shape. While you have any of these temporary hit points:
You can hold your breath for 1 hour.
You always have blindness/deafness, gentle repose, animate dead, and gaseous form prepared. After a long rest, you can prepare any 8 spells from the druid spell list.
You can cast a prepared druid spell with the ritual tag as a ritual.
Action. You assume the shape of a beast with a CR of 1/2 or lower that doesn't have a flying speed. You can stay in this form for 2 hours. You then revert to your normal form unless you expend another use of Wild Shape. You can revert earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed: