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)
1/day each: cloudkill, etherealness
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.
One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive "skin condition" is actually a form of the same aboleth affliction that creates skum, though Dory's condition is not as severe, and he has managed to retain his free will.