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.
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
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.
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Detect. Arcaloth makes a Wisdom (Perception) check.
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Arcane Step (Costs 2). Arcaloth teleports up to 30 ft. to an unoccupied space it can see.
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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.
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Arcane Slash (Costs 1). Arcaloth makes one Arcane Blade attack.
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Description
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Lair and Lair Actions
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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.
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Arcane Overload. The area hums with magic. Any spell cast this round has a 25% chance of triggering a wild magic surge.
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Energy Conduit. Arcaloth restores 30 HP.
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