Arcanaloth
Medium fiend (yugoloth), neutral evil
Armor Class
17 (natural armor)
Hit Points
104 (16d8+32)
Speed
30 ft., fly 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
17 (+3)
Damage Immunities
acid, poison
Damage Resistances
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, poisoned
Senses
truesight 120 ft.
Saving Throws
Dex +5, Int +9, Wis +7, Cha +7
Skills
Arcana +13, Deception +9, Insight +9, Perception +7
Languages
all, telepathy 120 ft.
Challenge
12 (8,400 XP)
Innate Spellcasting. The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:
- At will: alter self, darkness, heat metal, invisibility (self only)</i> , magic missile
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth’s weapon attacks are magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:
-
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
-
1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk
-
2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
-
3rd level (3 slots): counterspell, fear, fireball
-
4th level (3 slots): banishment, dimension door
-
5th level (2 slots): contact other plane, hold monster
-
6th level (1 slot): chain lightning
-
7th level (1 slot): finger of death
-
8th level (1 slot): mind blank
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Variant: Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.
An arcanaloth has a 40 percent chance of summoning one arcanaloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.