Mr. Dory

(Ghosts of Saltmarsh)

Medium aberration, Chaotic Evil

Armor Class18 (studded leather armor, shield)
Hit Points170 (20d8 + 80)
Speed30 ft.
STRDEXCONINTWISCHA
13 (+1) 20 (+5) 19 (+4) 14 (+2) 14 (+2) 16 (+3)
Saving ThrowsCon +8, Wis +6
SkillsAthletics +5, Perception +6, Stealth +9
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesnecrotic
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 16
LanguagesAbyssal, Common, Deep Speech, telepathy 60 ft.
Challenge10

Traits

Magic Resistance.

Mr. Dory has advantage on saving throws against spells and other magical effects.

Water Dependency.

Mr. Dory takes 6 (1d12) acid damage at the end of every hour he goes without exposure to water.

Actions

Multiattack.

Mr. Dory makes three attacks with his rapier.

Rapier.

Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 7 (2d6) necrotic damage.

Eye of Corruption (Recharge 5-6).

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.

Innate Spellcasting

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