
Arcanaloth
2014Medium fiend, Neutral Evil
Armor Class 17
Hit Points 104 ()
Speed 30 ft., fly 30 ft.
Initiative
Saving Throws DEX +5, INT +9, WIS +7, CHA +7
Skills Arcana +13, Deception +11, Insight +11, Perception +7
Damage Resistances cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities acid; poison
Condition Immunities charmed; poisoned
Senses truesight 120 ft., passive Perception 17
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP)
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: At will: alter self, darkness, heat metal, invisibility (self only), magic missile
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, 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 slots): chain lightning 7th level (1 slots): finger of death 8th level (1 slots): mind blank
Actions
Claws. Melee Weapon Attack: , reach 5 ft., one target. slashing damage. The target must make a DC 14 Constitution saving throw, taking 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.