Medium Fiend (Yugoloth), Neutral Evil
Armor Class 17 natural armor
Hit Points 104 (16d8 + 32)
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 INT +9, WIS +7
Skills Arcana +13, Deception +9, History +13, Insight +9, Perception +9
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Acid, Poison
Senses Truesight 120 ft., Passive Perception 17
Languages All Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Innate Spellcasting.  The spell casting ability is Charisma (spell save DC 15). The Arcanoloth can cast the following spells at will:

At will: alter self, darkness, heat metal, invisibility (Self only), Magic missile.

Magic Weapons.   The Arcanoloths weapon attacks are magical.

Spellcasting. The archmage is an 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, minor illusion, mage hand, prestidigitation

1st level (4 slots): detect magic, identify, shield*, Tenser's floating disk

2nd level (3 slots): detect thoughts, mirror image, phantasmal force, [/spell]suggestion[/spell]*

3rd level (3 slots): counterspell, fear, fireball*

4th level (3 slots): banishment, dimension door*

5th level (2 slots): contact other plane, hold person*

6th level (1 slot): chain lightning*

7th level (1 slot): finger of death*

8th level (1 slot): mind blank*

 

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 14 (4d4 + 3) piercing damage.

Teleport. the arcanoloth magically teleports, along with any equipment, up to 60ft to an unoccupied space.

Monster Tags: NPC

SimonHumperNickle

Comments

Posts Quoted:
Reply
Clear All Quotes