Huge Construct, Neutral
Armor Class 20 Arcane Shell
Hit Points 420 (30d12 + 240)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
26 (+8)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +14, INT +10, WIS +9
Skills Arcana +11, Insight +10, Perception +10
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Force, Lightning
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Understands all but speaks only telepathically (120 ft.)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Arcane Shell.
When Arcaloth is hit by a ranged weapon attack, it may use its reaction to generate a brief ward of arcane force, reducing the damage taken by 15 (2d10 + 4).

Adaptive Resistance.
When Arcaloth takes the same type of damage twice in a round, it gains resistance to that damage type until the start of its next turn.

Magic Weapons.
Its weapon attacks are magical.

Legendary Resistance (3/day).
If Arcaloth fails a saving throw, it can choose to succeed instead.

Actions

Multiattack.

Arcaloth makes two Arcane Blade attacks and one Arcane Pulse.

Arcane Blade. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 21 (3d10 + 5) force damage.

Arcane Pulse (Recharge 5–6).

Arcaloth unleashes a wave of energy in a 30-ft. radius.
Each creature must make a DC 20 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a success.

Reality Sever (Recharge 6).

Arcaloth rips open space in a 60-ft. line (10 ft. wide).
Each creature in the area must make a DC 20 Dexterity save or take 63 (14d8) force damage and be pulled 15 feet toward Arcaloth.
Creatures failing by 5 or more are also knocked prone.

Legendary Actions

Legendary Actions

Arcaloth can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature’s turn.

  • Detect. Arcaloth makes a Wisdom (Perception) check.

  • Arcane Step (Costs 2). Arcaloth teleports up to 30 ft. to an unoccupied space it can see.

  • Disrupt Magic (Costs 2). Arcaloth targets one creature it can see within 60 ft. The creature must succeed on a DC 18 Charisma saving throw or lose concentration on one spell it’s maintaining.

  • Arcane Slash (Costs 1). Arcaloth makes one Arcane Blade attack.

Mythic Actions

.

Description

Enter a general description for your monster here.

Lair and Lair Actions

  1. Reality Warp. The ground shifts; every creature must make a DC 18 Dexterity save or be moved 10 ft. in a random direction and knocked prone.

  2. Arcane Overload. The area hums with magic. Any spell cast this round has a 25% chance of triggering a wild magic surge.

  3. Energy Conduit. Arcaloth restores 30 HP.

Mcannon1026

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