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.
The yugoloth attempts a magical summoning.
An arcanaloth has a 40 percent chance of summoning one arcanaloth.
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.
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: