Arcanaloth
Arcanaloth
Medium fiend (yugoloth), Neutral EvilMedium fiend (yugoloth), Neutral Evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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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), magic missile
- 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 slots): chain lightning
- 7th level (1 slots): finger of death
- 8th level (1 slots): mind blank
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth's weapon attacks are magical.
[b]Innate Spellcasting.[/b] 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: [spell]alter self[/spell], [spell]darkness[/spell], [spell]heat metal[/spell], [spell]invisibility[/spell] (self only), [spell]magic missile[/spell]
[b]Spellcasting.[/b] 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): [spell]fire bolt[/spell], [spell]mage hand[/spell], [spell]minor illusion[/spell], [spell]prestidigitation[/spell]
[*]1st level (4 slots): [spell]detect magic[/spell], [spell]identify[/spell], [spell]shield[/spell], [spell]Tenser's floating disk[/spell]
[*]2nd level (3 slots): [spell]detect thoughts[/spell], [spell]mirror image[/spell], [spell]phantasmal force[/spell], [spell]suggestion[/spell]
[*]3rd level (3 slots): [spell]counterspell[/spell], [spell]fear[/spell], [spell]fireball[/spell]
[*]4th level (3 slots): [spell]banishment[/spell], [spell]dimension door[/spell]
[*]5th level (2 slots): [spell]contact other plane[/spell], [spell]hold monster[/spell]
[*]6th level (1 slots): [spell]chain lightning[/spell]
[*]7th level (1 slots): [spell]finger of death[/spell]
[*]8th level (1 slots): [spell]mind blank[/spell]
[b]Magic Resistance.[/b] The arcanaloth has advantage on saving throws against spells and other magical effects.
[b]Magic Weapons.[/b] The arcanaloth's weapon attacks are magical.
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.
[b]Claws.[/b] 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.
[b]Teleport.[/b] The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Legendary Actions
Details
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