Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth’s weapon attacks are magical.
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.
Empowered Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Spellcasting. The arcanaloth casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16, +7 to hit with spell attacks):
At will: alter self, dancing lights, heat metal, invisibility (self only), mage hand, message, minor illusion
3/day each: dispel magic, shield, mirror image
2/day each: counterspell, fear
1/day each: banishment, dimension door, hold person
Arcane Ward (Recharge 4–6). When the arcanaloth takes damage, the arcanaloth magically creates a protective barrier around itself. The barrier reduces the damage to the protected creature by 16 (2d10 + 4), to a minimum of 0, and then vanishes.
Description
Couriers specialize in magic that prevents their capture. Monarchs, nobles, and other wealthy individuals commonly hire couriers to ensure a high-value package arrives safely.
Arcanaloth
Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles.
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