Arcanaloth

Monster Manual (2025) p. 19

Size
Medium
Type
fiend (yugoloth)
Alignment
neutral evil
AC
18
Initiative
5
Hit Points
175 (27d8+54)
Speed
walk 30 ft., fly 30 ft. (hover)
Saving Throws
Wis +7, Con +6, Dex +5, Int +9
Skills
Insight +7, Deception +7, Arcana +9, Perception +7
Resistances
cold, fire, lightning
Immunities
acid, poison
Condition Immunities
charmed, poisoned
Senses
truesight 120 ft.
Passive Perception
17
Languages
all; telepathy 120 ft.
Challenge
12
Environment
planar (lower)
STR
17
+3
DEX
12
+1
CON
14
+2
INT
20
+5
WIS
16
+3
CHA
18
+4

Traits

Proficiency Bonus

+4

Treasure

Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Fiendish Restoration

If the arcanaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly and revives with all its Hit Points in Gehenna.

Magic Resistance

The arcanaloth has Advantage on saving throws against spells and other magical effects.

Soul Tome

The arcanaloth has a magic tome. While holding or carrying the tome, the arcanaloth can use its Banishing Claw action. The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points or when the arcanaloth dies. If the tome is destroyed, the arcanaloth can create a new one when it finishes a Short or Long Rest.

Actions

Multiattack

The arcanaloth makes three Fiendish Burst attacks. It can replace one attack with a Banishing Claw attack.

Fiendish Burst

Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Necrotic damage.

Banishing Claw (Requires Soul Tome)

Melee Attack Roll: +9, reach 5 ft. Hit: 10 (2d4 + 5) Slashing damage plus 19 (3d12) Psychic damage. If the target is a creature, it is subjected to the following effect. Charisma Saving Throw: DC 17. Failure: The target is trapped in a demiplane inside the Soul Tome. While trapped there, the target has the Incapacitated condition. At the end of each of its turns, the target repeats the save, escaping the tome on a success. When the target escapes, it appears in the space it left or, if that space is occupied, the nearest unoccupied space. If the target fails three of these saves while in the demiplane, it becomes bound to the tome and can escape only if the tome is reduced to 0 Hit Points.

Spellcasting

The arcanaloth casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17):

  • At will: Alter Self, Detect Magic, Identify, Mage Hand, Prestidigitation
  • 1/day each: Contact Other Plane, Detect Thoughts, Dimension Door, Mind Blank

Teleport (Bonus Action)

The arcanaloth teleports up to 30 feet to an unoccupied space it can see.

Reactions

Counterspell

The arcanaloth casts Counterspell in response to that spell's trigger, using the same spellcasting ability as Spellcasting.

Spells

Alter Self [5.5e], Detect Magic [5.5e], Identify [5.5e], Mage Hand [5.5e], Prestidigitation [5.5e], Contact Other Plane [5.5e], Detect Thoughts [5.5e], Dimension Door [5.5e], Mind Blank [5.5e]

Other data

description

While all yugoloths are fiendish manifestations of wickedness and greed, arcanaloths bend their considerable intellects toward hoarding and exploiting secrets. They then deploy these secrets to ensnare countless victims and lesser villains, beguiling foes with false promises and powerful magic. Arcanaloths possess considerable spellcasting prowess and frequently disguise themselves with magic. While they prefer to let magical servants or other yugoloths do their fighting for them, arcanaloths can defend themselves with arcane might, banishing opponents into the pages of their magic tomes.