Armor Class 21 Adaptive Shell
Hit Points 390 (30d12 + 180)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
22 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +10, CON +12, WIS +9, CHA +10
Damage Resistances Fire, Force, Lightning; Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120, Passive Perception 20
Languages Telepathy 120 ft. (understands all languages, speaks in the voice of those it fights)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Adaptive Shell.
When struck by a ranged or spell attack, Arcaloth can reduce the damage by 15 (2d10 + 4) as the hit glances off its refractive barrier.

Heroic Reflection. (Recharges after taking 50 damage)
The first time in a round that Arcaloth takes more than 50 total damage, it instantly creates a spectral projection of the last weapon that hit it (range 60 ft., attack +12 to hit, 21 [3d10 + 5] damage). The projection remains for 1 round, attacking as part of Arcaloth’s bonus action.

Spell Mirror. (3/day)
When a creature within 60 ft. casts a spell that targets only Arcaloth, it may use its reaction to force a DC 18 Charisma saving throw. On a failure, the spell rebounds, retargeting the caster.

Legendary Resistance (3/day).

Actions

Multiattack.

Arcaloth makes two Mirror Blade attacks and one Arcane Pulse.

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

Hit: 22 (3d10 + 5) radiant damage.
On a critical hit, roll an additional 2d10 of a random type (fire, lightning, cold, or force).

Arcane Pulse (Recharge 5–6).

A 30-ft radius blast centered on Arcaloth.
Each creature must make a DC 20 Dexterity save, taking 40 (9d8) force damage or half on a success.

Judgment Arrow (Recharge 6).

Arcaloth manifests a radiant spear of energy and hurls it up to 120 ft.
Make a ranged spell attack (+11). On hit: 54 (12d8) radiant damage and the target must succeed on a DC 20 Strength save or be pinned to the ground, restrained until the start of Arcaloth’s next turn.

Legendary Actions

(3 per round; 1 at a time.)

  • Detect. Make a Wisdom (Perception) check.

  • Mirror Step (Costs 2). Teleport up to 30 ft. to an unoccupied space it can see.

  • Disrupt Magic (Costs 2). Forces a creature within 60 ft. to succeed on a DC 18 Charisma save or lose concentration.

  • Arcane Counter (Costs 1). When a creature casts a spell within 60 ft., Arcaloth fires a bolt of energy; the caster must make a DC 18 Constitution save or take 14 (4d6) force damage and have the spell’s range halved.

Description

  • Fights like a Counter Guardian — analyzing, adapting, and returning attacks in kind.

  • Uses Judgment Arrow to test your ranged prowess, forcing you to move and use Swift Quiver or Lightning Arrow smartly.

  • At melee, it duels with relentless precision — perfect for testing your Two-Weapon Fighting with Hexblade buffs.

  • It’s a silent mirror that only speaks in your own voice, quoting lines you say back at you.

Lair and Lair Actions

At initiative count 20 (losing ties):

  1. Field of Blades. Weapons sprout from the ground in a 60-ft radius. The area becomes difficult terrain, and any creature moving more than 10 ft. takes 10 (3d6) slashing damage.

  2. Reality Flicker. Terrain shifts; each creature must succeed on a DC 18 Dexterity save or be teleported 15 ft. in a random direction.

  3. Trace On. Arcaloth copies the last weapon attack made against it; it may make that same attack once during its next turn as if using the same weapon.

Mcannon1026

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