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
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.