Medium fiend, neutral evil
- Armor Class
- 17 (natural armor)
- Hit Points
- 104 (16d8 + 32)
- Speed
- fly 30 ft., 30 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Cha +7, Dex +5, Int +9, Wis +7
- Skills
- Arcana +13, Insight +11, Deception +11, Perception +7
- Damage Resistances
- cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- acid; poison
- Condition Immunities
- charmed; poisoned
- Senses
- truesight 120 ft., passive Perception 17
- Languages
- all, telepathy 120 ft.
Traits
The arcanaloth has advantage on saving throws against spells and other magical effects.
The arcanaloth's weapon attacks are magical.
Actions
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
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:
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: