Large Monstrosity, Neutral
Armor Class 20 (natural armor)
Hit Points 131 (13d8 + 79)
Speed 30 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
7 (-2)
WIS
24 (+7)
CHA
10 (+0)
Saving Throws STR +8, CON +9
Damage Vulnerabilities Lightning, Poison
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 13
Languages Understands common but can't speak.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Torrent. When Bastoise has fewer than half of it's hit points remaining, its attacks deal an extra 4d4 cold damage. 

Actions

Multiattack. Blastoise makes two attacks. 

Aqua Tail. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage plus 5 (1d10) cold damage.  

Ice Beam. Ranged Spell Attack: +12 to hit, range 60ft., one target. Hit: 17 (2d10 + 7) cold damage. On a hit, the target must make a DC 15 constitution saving throw or be petrified in ice for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends, the creature is immune to petrification for the next 24 hours. 

Rain Dance. Blastoise call upon the clouds, causing water to fall in the form of rain in a 60 ft cube around Blastoise for 1 minute, extinguishing exposed flames. This effect ends if Blastoise becomes unconscious. 

Hydropump. (Recharge 5-6). Blastoise exhales icy water in a 40 ft line that is 5 ft wide. Each creature in that line must make a DC 19 dexterity saving throw, taking 40 (10d8) cold damage on a failed save, or half as much damage on a successful one. 

superfrog16

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