Sources
CR
Type
Size
Alignment
Movement

Mr. Dory

Medium Aberration, Chaotic Evil

Armor Class 18 (studded leather, shield)
Hit Points 170 (20d8 + 80)
Speed 30 ft.
STR
13
+1
DEX
20
+5
CON
19
+4
INT
14
+2
WIS
14
+2
CHA
16
+3
Saving Throws CON +8, WIS +6
Skills Athletics +5, Perception +6, Stealth +9
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Deep Speech, telepathy 60 ft.
Challenge 10 (5,900 XP)

Traits

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.

Spellcasting

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

2/day each: fear, fireball, fly

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.

Lore

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.