Blastoise (5e Creature)

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Blastoise

Medium elemental, any alignment


Armor Class 20 (natural armor)
Hit Points 133 (14d8 + 70)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 20 (+5) 15 (+2) 17 (+3) 16 (+3)

Damage Vulnerabilities lightning
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, understands Common but can't speak it
Challenge 6 (2,300 XP)


Innate Spellcasting (at will). The blastoise’s spellcasting ability is Dexterity (Spell Save DC 16). The blastoise can innately cast create or destroy water, wall of water, ray of frost, and false life without using any components.

Rain Dish. While submerged in water or outside during rain, the blastoise regain 10 hit points at the start of each of its turns.

Torrent. While the blastoise is below 50 hit points, the damage of its hydro pump attack increases by 2d6, and it suffers no disadvantage from attacking at long range.

ACTIONS

Tackle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hydro Pump. Ranged Weapon Attack: +8 to hit, range 150/600, one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Shell Defense. The wartortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the wartortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.


Blastoise is called the shellfish Pokémon for whatever reason, even though it's a turtle. The water spouts that protrude from its shell can shoot bullets of water with enough accuracy to strike empty cans from a distance of over 160 feet.


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