Medium aberration, Chaotic Evil
| Armor Class | 18 (studded leather armor, shield) |
|---|---|
| Hit Points | 170 (20d8 + 80) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 20 (+5) | 19 (+4) | 14 (+2) | 14 (+2) | 16 (+3) |
| Saving Throws | Con +8, Wis +6 |
|---|---|
| Skills | Athletics +5, Perception +6, Stealth +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | necrotic |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 16 |
| Languages | Abyssal, Common, Deep Speech, telepathy 60 ft. |
| Challenge | 10 |
Mr. Dory has advantage on saving throws against spells and other magical effects.
Mr. Dory takes 6 (1d12) acid damage at the end of every hour he goes without exposure to water.
Mr. Dory makes three attacks with his rapier.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 7 (2d6) necrotic damage.
Mr. Dory glares at a creature he can see within 30 feet of him. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 27 (5d10) necrotic damage and 27 (5d10) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.
Mr. Dory's innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). Mr. Dory can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only)
2 each/day: fear, fireball, fly
1 each/day: cloudkill, etherealness