Mr. Dory

Medium aberration, Chaotic Evil

Armor Class

18 (studded leather armor, shield)

Hit Points

170 (20d8+80)

Speed

walk 30 ft.

Saves

Con +8, Wis +6

Skills

Athletics +5, Perception +6, Stealth +9

Damage Immunities

necrotic

Senses

darkvision 60 ft.

Languages

Abyssal, Common, Deep Speech, telepathy 60 ft.

Challenge

10

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.