Medium-Size Outsider (Evil) Hit Dice: 12d8+36 (90 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft
AC: 20 (+2 Dex, +8 natural)
Attacks: 2 claws +14 melee, bite +9 melee
Damage: Claw 1d4+2 and baneful blow, bite 2d6+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, baneful blow, summon yugoloth
Special Qualities: Damage reduction 25/+3, SR 22, yugoloth qualities, telepathy
Saves: Fort +11, Ref +10, Will +12
Abilities: Str 14, Dex 14, Con 17, Int 18, Wis 18, Cha 19
Skills: Bluff +19, Concentration +15, Diplomacy +16, Knowledge (the planes) +16, Listen +16, Move Silently +14, Scry +19, Search +16, Sense Motive +19, Spellcraft +19, Spot +16
Feats: Dodge, Improved Initiative, Maximize Spell, Mobility
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 16
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-25 HD (Medium-size); 26-36 HD (Large)
Arcanaloths are the most civilized of the yugoloths, as well as being the most powerful. They rule small baronies scattered across the Lower Planes from their red-iron forts.
The Arcanaloth appears as a robed human with the head of a fanged jackal or war dog. Ivory white horns jut from the top of its head.
COMBAT
Arcanaloths avoid melee if possible. They prefer to use their spell-like abilities to engage foes. If the battle goes against the arcanaloth, it will attempt to summon additional yugoloths to its aid.
Spell-Like Abilities: At will—deeper darkness, desecrate, fear, fly, heat metal, invisibility, magic missile, see invisibility, shapechange, and telekinesis. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level).
At will, an arcanaloth can use teleport without error (self plus 50 pounds of objects only) as the spell cast by a 13th-level sorcerer.
Arcanaloths can replicate spells as 12th-level sorcerers (save DC 14 + spell level).
Baneful Blow (Su): Claw—creature hit suffers a –1 penalty to attack rolls permanently; Will save DC 19 negates. Each additional hit increases the penalty by 1. The penalty can be negated by the successful casting of bless, neutralize poison, or remove curse.
Summon Yugoloth (Sp): Once per day, an Arcanaloth can attempt to summon 1d4 nycaloths, 1d6 mezzoloths, 1d2 ultroloths, or another arcanaloth with a 35% chance of success.
Yugoloth Qualities (Ex): Immune to poison and acid; cold, fire, and electricity resistance 20; yugoloths have darkvision with a range of 60 feet.
Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100 feet that has a language.