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*
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.
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