Arcanaloth
Arcanaloth
Medium fiend (yugoloth), Neutral EvilMedium fiend (yugoloth), Neutral Evil
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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