Mr. Dory

Ghosts of Saltmarsh p. 246

Size
Medium
Type
aberration
Alignment
chaotic evil
AC
18 (studded leather armor, shield)
Hit Points
170 (20d8+80)
Speed
walk 30 ft.
Saving Throws
Con +8, Wis +6
Skills
Athletics +5, Perception +6, Stealth +9
Immunities
necrotic
Senses
darkvision 60 ft.
Passive Perception
16
Languages
Abyssal, Common, Deep Speech, telepathy 60 ft.
Challenge
10
STR
13
+1
DEX
20
+5
CON
19
+4
INT
14
+2
WIS
14
+2
CHA
16
+3

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.

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/day each: fear, fireball, fly
  • 1/day each: cloudkill, etherealness

Actions

Multiattack

Mr. Dory makes three attacks with his rapier.

Rapier

Melee Weapon Attack: +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.

recharge

D5

Spells

detect magic, detect thoughts, invisibility, fear, fireball, fly, cloudkill, etherealness

Other data

description

One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive "skin condition" is actually a form of the same aboleth affliction that creates skum, though Dory's condition is not as severe, and he has managed to retain his free will.