Medium aberration, chaotic evil
- Armor Class
- 18 (studded leather armor, shield)
- Hit Points
- 170 (20d8 + 80)
- Speed
- 30 ft.
- Challenge
- 10 (5,900 XP)
- Saving Throws
- Con +8, Wis +6
- Skills
- Stealth +9, Athletics +5, Perception +6
- Damage Immunities
- necrotic
- Senses
- darkvision 60 ft., passive Perception 16
- Languages
- Abyssal, Common, Deep Speech, telepathy 60 ft.
Traits
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.
Actions
Mr. Dory makes three attacks with his rapier.
Melee Weapon Attack: +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.
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: