THE SHARED REFERENCE Adventurer

Monster

Mr. Dory

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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

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