The arcanaloth has advantage on saving throws against spells and other magical effects.
Arcanaloth
Medium Fiend Neutral Evil
- 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.
Traits
Magic Resistance
Magic Weapons
The arcanaloth's weapon attacks are magical.
Spellcasting
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:
Cantrips
fire bolt
mage hand
minor illusion
prestidigitation
Level 1 (4 slots)
detect magic
identify
shield
Tenser's floating disk
Level 2 (3 slots)
detect thoughts
mirror image
phantasmal force
suggestion
Level 3 (3 slots)
counterspell
fear
fireball
Level 4 (3 slots)
banishment
dimension door
Level 5 (2 slots)
contact other plane
hold monster
Level 6 (1 slots)
chain lightning
Level 7 (1 slots)
finger of death
Level 8 (1 slots)
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.