Arcanaloth Species in D&D world | World Anvil
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Arcanaloth

The arcanaloths are record keepers for the gods. Transactions for services rendered often go through them. They are a civilized breed.   Arcanaloths are the scribes, scholars, and typically most intelligent of yugoloth society. They are often hired as diplomats and negotiators, and, as all yugoloths are, they are embodiments of avarice, always wanting to know what's in it for them if they aid someone. Arcanaloths in specific are more so interested in knowledge, and powerful items they can use to trade for even more knowledge. They also typically are commanders of lesser yugoloths, such as mezzoloths, and maintain the records of their kind.

Basic Information

Anatomy

Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Their bodies are similar to humanoid foxes, and their fur color can vary from orange, red, brown, black, and golden, and can also have patches of other fur colors as well as their own (e.g. red fur as the main body but with black patches.) They have long, fluffy, tails, and their fur is usually well-groomed. Their eyes can be blue, gold, green, or amber.
Average Height
They are roughly 5 to 6 feet tall.
Related Ethnicities

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Arcanaloth

Medium yugoloth , chaotic neutral
Armor Class 17 (natural armor)
Hit Points 104 16d8+32
Speed 30ft Fly: 30ft

STR
17 +3
DEX
12 +1
CON
14 +2
INT
20 +5
WIS
16 +3
CHA
17 +3

Saving Throws Dex +5, Int +9, Wis +7, Cha +7
Skills Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities Charmed, Poisoned
Senses truesight 120 ft.
Languages all, telepathy 120 ft.
Challenge 12


Innate 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:   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): fire bolt, mage hand, minor illusion, prestidigitation   1st level (4 slots): detect magic, identify, shield, Tenser’s 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 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.   Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.   Variant: Summon Yugoloth (1/Day). 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.


 

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