Arcaneloth

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Medium-Size Outsider (Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
Armor Class: 32 (+2 dex, +20 Natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +14 melee, bite +9 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, poison, summon yugoloths, spells
Special Qualities: Damage reduction 30/+3, immunities, SR 28, flat-foot resistance, telepathy, cold vulnerability
Saves: Fort +11, Ref +10, Will +15
Abilities: Str 15, Dex 15, Con 17, Int 24, Wis 24, Cha 18
Skills: Alchemy +13, Appraise +21, Bluff +20, Concentration +15, Diplomacy +21, Forgery +18, Gather Information +12, Intuit Direction +12, Knowledge(arcana) +21, Knowledge(Any Other Three) +17, Scry +12, Sense Motive +21, Spellcraft +18, Spot +22
Feats: Combat Casting, Alertness, any two Item Creation feats
 
Environment: Any land or underground; Gehenna
Organization: Solitary, pair, or troupe (1 arcanaloth, 1-6 mezzo
Challenge Rating: 15
Treasure: Standard plus spellbook and 1d12 scrolls of level and type the arcanaloth can use
Alignment: Neutral Evil
Advancement: By character class, wizard only
Level Adjustment: 0
An arcanaloth looks like a robed human with the head of a fanged jackal or war dog. Arcanaloths usually snarl and wear expressions of hatred. However, they keep themselves well groomed and dressed. CombatArcanaloths prefer to attack a foe with cunning magic if possible, commonly memorizing destructive spells, yet they keep a wise eye on defense and escape as well. They also use their spell-like abilities judiciously and intelligently.Spell-Like Abilities: At will - alter self, animate dead, charm person, contagion, deeper darkness, desecrate, fly(unlimited duration), heat metal, invisibility, magic missile, minor image, produce flame, shapechange(humanoid forms only), telekinesis, teleport without error, and warp wood;1/day - fear, and major illusion. These abilities are as the spells cast by a 12th level sorcerer (save DC 14 + spell level).Telepathy (Su): Arcanaloths can communicate telepathically with any intelligent creature. They can speak and read all languages.Flat-Foot Resistance (Su): Arcanaloths are never surprised or flat-footed on the Lower Planes.Poison (Su): The poisonous claws of the arcanaloth deal a cumulative -1 penalty to attack, unless cured by a bless, delay poison or neutralize poison spell. Otherwise a successful Fortitude save at DC 19 must be made a day later. If the save fails the effects can only be removed by a greater restoration, restoration, miracle, or wish.Immunities (Ex): Like all yugoloths, arcanaloths are immune to acid, fire, and poison. They are also unnaffected by mind-affecting magic and illusions.Cold Vulnerability (Ex): Arcanaloths take double damage from cold attacks except on a successful save.Summon Yugoloths (Su): An Arcanaloth may summon 1-6 mezzoloths, 1-2 dergholoths or another arcanaloth with a 40% chance of success once per day.Spells: Arcanaloths cast spells as a 12th level wizards.Habitat/SocietyArcanaloths keep records and execute contracts for the Yugoloths. All transactions for services rendered in the Blood War go through them. As Yugoloths go, they are a civilized breed. Arcanaloths negotiate all bargains with baatezu and tanar'ri and play the two sides off against each other with practised ease. They openly discuss one side's offers with its' enemy in the hopes of raising the stakes. For example, a baatezu force attempting to siege the Lakes of Molten Iron on the first layer of the Abyss tries to hire the yugoloths for 1,000 mortal life forces and the power of death for one year. The arcanaloth agent goes to the tanar'ri and tells them the offer. Usually the tanar'ri make 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 trade and scheme for mercenary success, not out of 'racial pride', but for personal wealth and power. An incanation in The Book Of Keeping describes the creation of a potion that grants success in any venture. The potion requires the heart of an Arcanaloth. Its efficacy is hitherto undiscovered. Arcanaloths dwell in the plane of Gehenna, where they draw power from the furnaces there. They seldom leave the plane, and then only briefly. The benefit of this is that they are destroyed permanently only if they die on Gehenna, the source of their dark power.
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