Small Fiend (Yugoloth), Neutral Evil
Armor Class 15 Natural armour
Hit Points 77 (14d6 + 28)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
17 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +7, INT +6, CHA +8
Skills Arcana +9, Deception +8, Perception +5, Stealth +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60ft, Passive Perception 15
Languages All, Telepathy 60ft
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate SpellcastingThe Arcanaling’s innate spellcasting ability is Charisma (spell save DC 16). The Arcanaling can innately cast the following spells, requiring no material components:

At will: Alter SelfDarknessExpeditious Retreat, Invisibility(self only)

Magic Resistance. The Arcanaling has advantage on saving throws against spells and other magical effects. 

Magic Weapons. The Arcanaling’s weapon attacks are considered magical.

Spellcasting. The Arcanaling is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Arcanaling has following sorcerer spells prepared:

Cantrips (at will): Mage Hand, Minor Illusion, Sword Burst

1st level (4 slots): Detect Magic, Magic Missile, Shield

2nd level (3 slots): Mirror Image, Suggestion

3rd level (3 slots): Counterspell, Slow

4th level (1 slot): Dimension Door

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., 1 target. Hit: 8 (2d4 + 3) slashing damage. 

Teleport. The Arcanaling magically teleports, along with any equipment it is wearing or carrying, up to 60ft to an unoccupied space it can see.

Magic Evolution (1/day). Due to their unique magical creation, the Arcanaling can draw from a single source of magic and merge with it. This alters their physical body as well as enhance their spellcasting ability. Roll a d6 to determine the magic with which the Arcanaling is merged. The effects of Magic Evolution lasts until the Arcanaling is reduced to 0 hit points or 24 hours, or 1 day, has passed. 

1. Element of Flames. The Arcanaling's body glows red like burning coal. Claw attacks deal an additional 10(3d6) fire damage after a successful hit. The Arcanaling also gains the use of the cantrip Fire Bolt and the spell Fireball at 3rd-level. 

2. Element of Waves. The Arcanaling's body gains blue and silver fish scales. Claw attacks deal an additional 10(3d6) cold damage after a successful hit. The Arcanaling also gains the use of the cantrip Ray of Frost and the spell Sleet Storm at 3rd-level.

3. Element of Storms. The Arcanaling's fur fluffs up and produces static electricity, crackling like lightning. Claw attacks deal an additional 10(3d6) lightning damage after a successful hit. The Arcanaling also gains the use of the cantrip Lightning Lure and the spell Lightning Bolt at 3rd-level.

4. Element of Mystics. The Arcanaling grows a third eye in the middle of their forehead, changing colours like a kaleidoscope. Claw attacks deal an additional 10(3d6) psychic damage after a successful hit. The Arcanaling also gains the use of the cantrip [Tooltip Not Found] and the spell Hypnotic Pattern at 3rd-level. 

5. Element of Shades. The Arcanaling's eyes turn pitch-black and parts of their fur parts to reveal white bone. Claw attacks deal an additional 10(3d6) necrotic damage after a successful hit. The Arcanaling also gains the use of the cantrip Chill Touch and the spell Fear at 3rd-level.

6. Element of Radiances. The Arcanaling's fur turns white and gold. Claw attacks deal an additional 10(3d6) radiant damage after a successful hit. The Arcanaling also gains the use of the cantrip Light and the spell Protection from Energy at 3rd-level.  

Description

Most Arcanaloths, jackal or vulpine-looking yugoloths known for their arcane prowess and vast knowledge, are content gaining power by themselves. One Arcanaloth, however, saw the value of having minions at its beckoning call, though it showed displeasure at the fiendish monster races, considering them barbaric and unequal to its arcane ability to be considered suitable. Looking for a solution, the Arcanaloth in question managed to achieve a suitable result and so the Arcanaling was born. 

Arcanalings are formed when the Arcanaloth is capable and powerful enough to form a physical copy of itself and imbue it with its own magic, fuelling it. Being a creature embroiled with magic and physical form, the Arcanaling can tap into it to embue itself physically and power up its spellcasting beyond its normal limitations. However, there are a few caveats - for one, it is not permanent, and furthermore, an Arcanaling lacks the scope and depth that a true Arcanaloth possesses. For example, though an Arcanaloth is able to cast Fireball quite easily, an Arcanaling can only do so when it merges with the Element of Flames - an action that is not necessarily guarenteed, due to the mix of magic within the Arcanaling's form. 

The relationship between an Arcanaling and the Arcanaloth it is formed from will differ depending on what the Arcanaloth desires. Often, they will be treated as minions, sent to guard or look for a specific object; sometimes they are assistants, helping their Arcanaloth write down research, maybe even becoming the experiment. More often than not, however, when an Arcanaloth is drawn into combat, its Arcanalings will be close by to respond to its commands. It is also not uncommon to see more than one Arcanaling under the Arcanaloth's control, though never more than three or four, given their method of creation as well as somewhat rambuctious personality when the Arcanaloth isn't around.

It should also be noted that an Arcanaling could leave the Arcanaloth's service as even though they are created by the Arcanaloth, they are not linked beyond that means. That being said, many choose to remain loyal out of respect as well as fear, but it is always possible to get an Arcanaling to switch alleigances even before they are commanded to fight if you play your cards right - like, perhaps, taking out their Arcanaloth master? 

Previous Versions

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Monster Tags: Yugolothfiend

Anglofishie

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