Haleshi
Tome of Beasts 2
(2,900 XP)
Robinloft Estimated
CR
5
Armor Class
17 (natural armor)
Hit Points
123 (13d10+52)
Speed
30 ft., swim 40 ft.
STR
16
(+3)
DEX
16
(+3)
CON
18
(+4)
INT
14
(+2)
WIS
17
(+3)
CHA
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
Common, Elvish, Primordial (Aquan), Sylvan
Environments
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,
+7 to hit with spell attacks).
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.
Haleshi
Not yet described
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