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Arcanaloth
- STR
- 17 (+3)
- DEX
- 12 (+1)
- CON
- 14 (+2)
- INT
- 20 (+5)
- WIS
- 16 (+3)
- CHA
- 17 (+3)
The arcanaloth has advantage on saving throws against spells and other magical effects.
The arcanaloth's weapon attacks are magical.
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
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
Level 1 (4 slots): detect magic, identify, shield, Tenser's floating disk
Level 2 (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
Level 3 (3 slots): counterspell, fear, fireball
Level 4 (3 slots): banishment, dimension door
Level 5 (2 slots): contact other plane, hold monster
Level 6 (1 slots): chain lightning
Level 7 (1 slots): finger of death
Level 8 (1 slots): mind blank
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.
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Source: Monster Manual (2014), p. 313 - Licenses and attribution