# Haleshi

*Large* *Fey* *lawful neutral*

- **Armor Class:** 17
- **Hit Points:** 123 (13d10+52)
- **Speed:** swim 40 ft. walk 30 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** [Tome of Beasts 2](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) page 191

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 16 (+3) | 18 (+4) | 14 (+2) | 17 (+3) | 19 (+4) |

- **Saving Throws**: Dex +6, Cha +7
- **Skills:** insight +9, nature +5, perception +6, persuasion +7
- **Damage Resistances:** cold
- **Condition Immunities:** charmed
- **Senses:** darkvision 60 ft., passive Perception 16
- **Languages:** Aquan, Common, Elvish, Sylvan

### Special Abilities

- **Amphibious:** The haleshi can breathe air and water.
- **Charming Defense:** While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class).
- **Innate Spellcasting:** The haleshi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day each: charm person, invisibility (self only)
1/day each: major image, water walk, zone of truth

### Actions

- **Multiattack:** The haleshi makes two attacks with its stupefying touch.
- **Stupefying Touch:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.
- **Clamport (3/Day):** The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam's passengers and releases them. After releasing the passengers, the clam returns to normal.

### Reactions

- **Water Shield (Recharge 5-6):** The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water.


