Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

Arcanaloth
Size
Medium
Monster Race
Fiend (yugoloth)
Alignment
Neutral Evil
Armor Class
17 (natural armor)
Hit Points
104 (16d8 + 32)
Speed
6m, fly 6m
Attributes
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
17 (+3)
Features
Saving Throws
Dex +5, Int +9, Wis +7, Cha +7
Skills
Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistance
Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Acid, poison
Condition Immunities
Charmed, poisoned
Senses
Truesight 24m, passive perception 17
Languages
All, telepathy 24m
Challenge
12 (8,400 XP)
Abilities
Innate Spellcasting
The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15, +9 to hit with spell attacks). The arcanaloth can innately cast the following spells, requiring no material components:

At will: Alter Self, Darkness, Heat Metal, Invisibility (self only), Magic Missile
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 the following wizard spells prepared:

Cantrips (at will): Firebolt, Mage Hand, Minor Illusion, Prestidigitation
1st level (4 slots): Detect Magic, Identify, Shield, Floating Disk
2nd level (3 slots): Detect Thoughts, Mirror Image, Phantasmal Force, 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): Finger of Death
8th level (1 slot): Mind Blank
Actions
Claws
Melee Weapon Attack: +7 to hit, reach 1m, 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.
Teleport
The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 12m to an unoccupied space it can see.