ArcanalothMedium fiend (yugoloth)
- 12 (8,400 XP)
Innate Spellcasting. The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells:
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth’s weapon attacks are magical.
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 23 mana, a mana limit of 4, regains its mana when it finishes a short or long rest, and knows the following spells:
3 mana: contact other plane
Claws. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Fortitude saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 18 meters to an unoccupied space it can see.
Variant: Summon Yugoloth (1/long rest). 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 18 meters 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.