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Creatures

Jory Salt

A young Blackwater fisher, Jory is a frightened but useful survivor who can steer through dangerous supernatural currents.

Creature profile

Type Medium humanoid
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft., swim 20 ft.
Ability Scores STR 13, DEX 12, CON 11, INT 10, WIS 12, CHA 11
Saves and Skills Athletics +3, Perception +3; water vehicles +4
Senses passive Perception 13
Languages Common
Challenge 0 (10 XP)

Traits

Hold Breath. Jory can hold his breath for 3 minutes. Channel Memory. A boat he steers ignores the first 15 feet of forced movement caused by waves each round.

Actions

Oar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Call the Safe Line. One creature within 30 feet gains advantage on its next Athletics or water-vehicle check.

Tactics and roleplaying

Jory hides until given a clear instruction, then prioritizes rowing and rescue. If threatened by living foes, he drops his oar and surrenders. Calm reassurance lets him describe the smugglers’ route.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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