Arcanaloth
Medium Fiend
(Yugoloth)
, Neutral Evil
• Armor Class: 17
• Hit Points: 104 (16d8+32)
• Speed: 30 ft., fly 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
17 (+3) |
12 (+1) |
14 (+2) |
20 (+5) |
16 (+3) |
17 (+3) |
• Saving Throws:
Dex +5, Int +9, Wis +7, Cha +7
• Skills:
Arcana +13, Deception +9, Insight +9, Perception +7
• Condition Immunities:
charmed, poisoned
• Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
• Senses:
truesight 120 ft.
• Languages:
all, telepathy 120 ft.
• Challenge:
12 (8400 XP)
• Environments:
Dungeon, Planar
• Magic Resistance:
The arcanaloth has advantage on saving throws against spells and other magical effects.
• Magic Weapons:
The arcanaloth's weapon attacks are magical.
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:
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:
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.