Magic Resistance. Bilgewater has advantage on saving throws against spells and other magical effects.
Rough skin. Unarmed attacks made against Bilgewater reflects 2d4 damage back at the attacker
Multiattack. Bilgewater makes three Anchor attacks.
Anchor. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) cold damage.
Blunderbomb (1/Day). Bilgewater hurls a bomb of fire and bullets that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. A creature takes 35 (10d6) piercing damage on a failed save, or none on a successful one. And 35 (10d6) Fire damage on a failed save, or half as much damage on a successful one.
Crushing Leap (Recharge on 1 or 4 on a D4). Leap up to 100 feet away. anyone within the 20 foot radius around the point where Bilgewater lands takes 2d10 damage and must make a Con saving throw, on a fail be knocked prone
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