Page 247 - ghosts-of-saltmarsh
P. 247

MR. DORY
          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.

          MR. DORY
          Medium aberration, chaotic evil
          Armor Class 18 (leather armor and shield)
          Hit Points 170 (20d8 + 80)                        OCEANUS (SEA ELF)
          Speed 30 ft.
                                                            Before being captured, this sea elf had been tasked
            STR     DEX    CON     INT    WIS    CHA        with investigating the Sea Ghost's movements in The
           13  (+l)   20 (+5)   19 (+4)   14  (+2)   14 (+2)   16 (+3)   Sinister Secret of Saltmarsh. Oceanus is a smart and
                                                            resourceful elf who is more than willing to join adven-
          Saving Throws Con +8, Wis +6                      turers who have brave hearts and good intentions.
          Skills Athletics +5,  Perception +6, Stealth +9
          Damage Immunities necrotic
          Senses darkvision 60 ft., passive Perception 16   OCEANUS
          Languages Abyssal, Common, Deep Speech, telepathy 60 ft.   Medium humanoid (elf). neutral good
          Challenge 10 (5,900 XP)
                                                            Armor Class 12 (leather armor)
          Innate Spel/casting. Mr.  Dory's innate spellcasting ability is   Hit Points 30 (4d8 + 12)
          Charisma (save DC 15, +7 to hit with spell attacks). Mr. Dory   Speed 30 ft., swim 30 ft.
          can innately cast the following spells, requiring no material
          components:                                         STR     DEX    CON     INT    WIS    CHA
                                                             15  (+2)   12 (+1)   16  (+3)   11  (+O)   12  (+1)   10 (+O)
          At will: detect magic, detect thoughts, invisibility (self only)
          2/day each: fear, fireball, fly
                                                            Saving Throws Con +5
          1 /day each: cloudkill, etherealness
                                                            Skills Athletics +4, Perception +3
          Magic Resistance. Mr.  Dory has advantage on saving throws   Senses darkvision 60 ft., passive Perception 13
          against spells and other magical effects.         Languages Aquan, Elvish
                                                            Challenge 1/2 (100 XP)
          Water Dependency. Mr.  Dory takes 6  (ldl 2) acid damage at the
          end of every hour he goes without exposure to water.
                                                            Amphibious. Oceanus can breathe air and water.
          ACT IONS
                                                            Friend of the Sea.  Using gestures and sounds. Oceanus can
          Multiattack.  Mr.  Dory makes three attacks with his rapier.
                                                            communicate simple ideas with any beast that has an innate
          Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.   swimming speed.
          Hit: 9 (ld8 + 5)  piercing damage and 7 (2d6) necrotic damage.
                                                            ACTIO NS
          Eye of Corruption (Recharge 5- 6).  Mr.  Dory glares at a creature
                                                            Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
          he can see within 30 feet of him. The target must make a DC 15
                                                            range 20/60 ft., one target. Hit: 5 (ld6 + 2)  piercing damage, or
          Constitution saving throw. On a failed save, it takes 27 (5d10)
                                                            6 (ld8 + 2)  piercing damage if used with two hands to make a
          necrotic damage and 27  (5d10)  poison damage and then gains
                                                            melee attack.
          vulnerability to both necrotic and poison damage for 1 minute.
          On a successful save, it takes half damage and does not gain   Light Crossbow. Ranged Weapon Attack: +3 to hit,  range 80/320   z
          the vulnerabilities.                              ft., one target. Hit:  5 (ld8 + l) piercing damage.
   242   243   244   245   246   247   248   249   250   251   252