Mr. Dory

Medium Aberration, Chaotic Evil

STR
13 (+1)
DEX
20 (+5)
CON
19 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
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.

Find this creature in the encounter builder

Mr. Dory

Source: Ghosts of Saltmarsh, p. 246 - Licenses and attribution