Medium Fiend (Yugoloth), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft., fly 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws DEX +9, INT +10, WIS +8, CHA +8
Skills Acrobatics +8, Athletics +3, Deception +9, History +5, Insight +9, Stealth +8
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and 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 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Ki: Yoko has 9 Ki points

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

Magic Weapons. The arcanaloth’s weapon attacks are magical.

Stillness of mind: you can use an action to end one effect on yourself that is causing you to be charmed or frightened.
Stunning Strike: When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15).

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 (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 slot): chain lightning

7th level (1 slot): finger of death

8th level (1 slot): mind blank

Actions

Multiattack: Yoko can make up to two claw attacks on its turn.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) slashing damage. The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

 

Bonus Actions
Flurry of Blows: After you take the Attack action on your turn, you can spend 1 ki point to make two claw attacks as a bonus action.
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Shadow Step: When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Claw: When you use the Attack action with a claw attack, you can make one claw attack as a bonus action.
Reactions
 Deflect Missiles: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +13. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
 Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by 45.

Description

Yoko is a trickster, seeking to manipulate great men and women to do terrible deeds. Although Yoko has a distaste for getting his hands dirty when the need arises Yolo is not afraid to fight combining magic with his martial arts prowess Yoko truly is a dangerous foe.

Monster Tags: Yugoloth

SCOOBERT_DOOBERT2

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