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Medium-Size Outsider (Evil)
Hit Dice: 12d8+24 (90 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 45 ft. (good)
Armor Class: 28 (+4 Dex, +14 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +13 melee, bite +11 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, poison, summon yugoloth, spell-like abilities
Special Qualities: Literacy, SR 23, damage reduction 30/+3, yugoloth qualities, immunity
Saves: Fort +10, Ref +12, Will +17
Abilities: Str 12, Dex 18, Con 14, Int 23, Wis 25, Cha 22
Skills: Spot +18, Listen +18, Sense Motive +18, Concentration +13, Intimidate +17, Bluff +17, Knowledge (planes) +23, Hide +15,Knowledge (Blood War) +26, Appraise +17, Alchemy +17, Spellcraft +17, Escape Artist +15, Scry +17, Use Magic Device +17
Feats: Iron Will, Improved Initiative, Multiattack
Environment: Gehenna, Gray Waste or any land and underground
Organization: Solitary or company (1-3)
Challenge Rating: 12
Treasure: Double standard
Alignment: Neutral Evil
Advancement: 13-18 HD (Medium-size); 19-36 HD (Large)
Level Adjustment: 0
An arcanaloth appears as a robed human with the head of a fanged jackal or war dog. Arcanaloths are usually snarling and have looks of great hatred in their eyes. However, they do not consider themselves to be foul animals, and keep themselves well groomed and dressed. CombatSpells: Arcanaloth can cast spells like a 12th level sorcerer. Spell-Like Abilities: Always active- fly; at will- deeper darkness, heat metal, invisibility, magic missile, quench, shapechange, telekinesis, warp wood; 1/day- mirage arcana and fear. These abilities are as the spells cast by a 12th level sorcerer (save DC 16 + spell level). Poison(Ex): Claw, Fortitude save (DC 18); initial damage -1 permanent, cumulative penalty to base attack bonus, secondary damage 2d6 temporary Strength. Summon Yugoloth(Sp): Once per day a arcanaloth can attempt to summon 1d6 mezzoloths, 1d2 dergholoths or one arcanaloth with a 40% chance of succes. Immunity(Ex): Arcanaloths are immune to all enchantment spells and effects. Literacy(Ex): Arcanaloth's can speak and write all languages. They can only be destroyed if fought on the plane of Gehenna. Yugoloth Immunities(Ex): Acid, fire, poison, iron weapons Resistance(Ex): Gas 20 Spell-Like Abilities(Sp): At will- alter self, animate dead, charm person, contagion, minor image, produce flame and teleport without error (optional). Weakness(Ex): Double damage from cold unless saving throw for half is allowed. Habitat/SocietyArcanaloths are record and contract keepers for the yugoloths. These powerful creatures negotiate all bargains with baatezu and tanar'ri and play the two sides against each other with practiced ease.One of the tactics of the arcanaloths is to openly discuss one of the fiends' offers with their rivals in hopes raising the stakes. For example, if a baatezu force was attempting to siege the Lakes of Molten Iron on the first layer of the Abyss and they offered 1000 mortal life forces and the power of death for one year to the yugoloths to help them, an arcanaloth will go to the tanar'ri and tell them the offer. Usually the tanar'ri will give a counter offer for the yugoloths to help them defend against the baatezu.0EcologyArcanaloths, like all yugoloths, play a casual role in the Blood War. They are the traders and barterers and the master schemers behind the yugoloths' success as mercenaries. Of course, the arcanaloth do not perform this task for the "racial pride" of it, but rather for personal wealth and power.Note: This monster is a product of WOTC. Original product's name is "Monstrous Compendium: Planescape Appendix Volume I (Accessory 2602)". The author's name is Allen Varney.
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