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.
Spellcasting
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:
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:
fire bolt, mage hand, minor illusion, prestidigitation
detect magic, identify, shield, Tenser's floating disk
detect thoughts, mirror image, phantasmal force, suggestion
contact other plane, hold monster
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.