Innate Spellcasting. The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanalth 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: firebolt, 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
Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The arcanaloth's weapon attacks are magical.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft, 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 60ft to an unoccupied space it can see.