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
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth’s weapon attacks are magical.
Instant Summon. The arcanaloth had 1d8 sapphires that it can crush as a bonus action to summon one of the following things, or another item the DM deems appropriate.
* A spellbook with all the spells the arcanaloth has prepared.
* A Necklace of Fireballs, Instant Fortress, or some other magic item the arcanaloth possesses.
*A spare material component pouch or arcane focus.
*A ledger detailing several contracts or debts the arcanaloth is keeping track of.
Spellcasting. The arcanaloth is a 19th-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, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, protection from evil and good, 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, blight
5th level (3 slots): contact other plane, hold monster
6th level (2 slot): chain lightning, flesh to stone
7th level (1 slot): finger of death, reverse gravity
8th level (1 slot): mind blank, maddening darkness
9th level (1 slot): gate
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.
Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning.
An arcanaloth has a 40 percent chance of summoning one arcanaloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Description
It struck me as a little odd that 20 intelligence fiends that hoarded information and had no need for rest were less powerful spellcasters then mere mortal archmages. This is a simple edit to the baseline arcanaloth that gives it more spells and another quirk I found from a Szass Tam homebrew I found here involving the Instant Summons spell. I didn’t bother calculating the new CR, so it may be inaccurate; I was just adjusting the proficiency bonus to raise it’s spell save DC.
Enjoy this arcanaloth variant!
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