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).
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.
(3 per round; 1 at a time.)
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Detect. Make a Wisdom (Perception) check.
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Mirror Step (Costs 2). Teleport up to 30 ft. to an unoccupied space it can see.
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Disrupt Magic (Costs 2). Forces a creature within 60 ft. to succeed on a DC 18 Charisma save or lose concentration.
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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
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Fights like a Counter Guardian — analyzing, adapting, and returning attacks in kind.
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Uses Judgment Arrow to test your ranged prowess, forcing you to move and use Swift Quiver or Lightning Arrow smartly.
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At melee, it duels with relentless precision — perfect for testing your Two-Weapon Fighting with Hexblade buffs.
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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):
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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.
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Reality Flicker. Terrain shifts; each creature must succeed on a DC 18 Dexterity save or be teleported 15 ft. in a random direction.
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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.
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Posted Oct 12, 2025forgot to change the multiattack, its meant to say OR a spell