Innate Spellcasting. The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:
At will: alter self, darkness, heat metal, invisibility (self only), magic missile, detect magic, legend lore.
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth's weapon attacks are magical.
Bountiful Mind. The arcanaloth has advantage on ability checks made for remembering information.
Psychic Instability. If the arcanaloth feels itself in a stressful situation (combat, heated discussion), it has to roll a Wisdom saving throw at the start of it´s turn with a DC 13. If it fails, every creature within a 20 ft radius of it must make an Intelligence saving throw or suffer 16 (2d10 + 5) psychic damage, half as much on a success. The arcanaloth automatically fails the save, and loses its action during that turn.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, mind sliver
1st level (4 slots): detect magic, identify, shield, Tenser's floating disk
2nd level (3 slots): detect thoughts, mirror image, maximilian´s earthen grasp, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): power word pain
8th level (1 slot): mind blank
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 3) slashing damage.
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.
An arcanaloth has a 40 percent chance of summoning two mezzoloths.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Comments