18 (studded leather armor, shield)
170 (20d8+80)
walk 30 ft.
Con +8, Wis +6
Athletics +5, Perception +6, Stealth +9
necrotic
darkvision 60 ft.
Abyssal, Common, Deep Speech, telepathy 60 ft.
10
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.
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
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.