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.