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Traits

Magic Resistance

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

Magic Weapons

The arcanaloth's weapon attacks are magical.

Incantation

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

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

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

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.