Monster
Mr. Dory
Outside your table’s allowed sources
Official reference · GoS · 2014
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 18 (studded leather, shield)
- Hit points
- 170 (20d8 + 80)
- Speed
- Walk 30 ft.
- Challenge rating
- 10
- Alignment
- Chaotic Evil
- Strength
- 13
- Dexterity
- 20
- Constitution
- 19
- Intelligence
- 14
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 16
- Saving Throws
- con: +8; wis: +6
- Skills
- athletics: +5; perception: +6; stealth: +9
- Senses
- darkvision 60 ft.
- Languages
- Abyssal, Common, Deep Speech, telepathy 60 ft.
- Immunities
- necrotic
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 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.
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