Medium Fiend (Yugoloth), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 123 (19d8 + 38)
Speed 30 ft., Fly 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws DEX +6, INT +10, WIS +8, CHA +8
Skills Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
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

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

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.

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! 

Monster Tags: Yugoloth

Lord_Edgyname_

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