I would suggest you use a FSM. The states in your FSM are Sleep, Wake-up, Wake-down, Prowl, Lunge Attack, Hold Attack, Return Attack and Die. The starting state is Sleep and the ending state is Die. Now I will give you the transitions with the triggers for each state.
Sleep
-> Wake-up (when distanceLink <= thresSleepDistance)
-> Die (when HP <= 0)
Wake-up
-> Prowl (animation end)
-> Die (when HP <= 0)
Wake-down
-> Sleep (animation end)
-> Die (when HP <= 0)
Prowl
-> Wake-down (when distanceLink > thresSleepDistance)
-> Lunge Attack (when distanceLink <= thresAttackDistance && Direction == isothetic)
-> Die (when HP <= 0)
Lunge Attack
-> Hold Attack (animation end)
-> Die (when HP <= 0)
Hold Attack
-> Return Attack (time out)
-> Die (when HP <= 0)
Return Attack
-> Prowl (animation end)
-> Die (when HP <= 0)
Die
goes nowhere, because here you destroy the object and leave the hole to plant a seed.
Simple and effective. FSM for the win for such simple enemies.