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Mr. Dory
- STR
- 13 (+1)
- DEX
- 20 (+5)
- CON
- 19 (+4)
- INT
- 14 (+2)
- WIS
- 14 (+2)
- CHA
- 16 (+3)
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
Actions
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.
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Source: Ghosts of Saltmarsh, p. 246 - Licenses and attribution