Arcanaloth (CR 17)
Medium Outsider (Evil and Yugoloth)
Alignment: Always neutral Evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +19 and Spot +19
Languages: Can speak and write any language
AC: 28 (+3 Dex, +15 natural), touch 13, flat-footed 25
Hit Dice: 12d8 (54 hp); DR: DR 15/good
Fort +8, Ref +11, Will +14
Speed: 30 ft., fly 50 ft. (poorly)
Space: 5 ft./5 ft.
Base Attack +12; Grapple +12
Attack: Claw +12 melee
Full Attack: 2 claws +12 melee and bite +7 melee
Damage: Claw 1d4 plus poison, bite 1d6
Special Attacks: Poison, spell like abilities, spells
Abilities: Str 11, Dex 16, Con 11, Int 20, Wis 18, Cha 17
Special Qualities: outsider traits, partial immunity to spells, SR 24, yugoloth traits
Feats: Combat Casting; Empower Spell; Improved Initiative; Iron Will; Spell Focus (Abjuration)
Skills: Bluff +18, Concentration +15, Diplomacy +22, Gather Information +18, Intimidate +20, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +19, Profession (scribe) +19, Search +20, Sense Motive +19, Spellcraft +22, and Spot +19
Advancement: 13-24 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary pair, or embassy (3-4)
Treasure/Possessions: Standard
Source:
Monster Manual II
Arcanaloths are the scribes, record-keepers, negotiators, and deal-makers for the yugoloths of Gehenna. As such, they are grasping, wheedling manipulators, but at least they're generally true to their word.
An arcanaloth has humanoid form but the head of a jackal or dog. It dresses finely but is businesslike and abrupt, if not downright surly.
Arcanaloths can speak and write any language.
Combat
Arcanaloths are weak in melee, but they are powerful spell-casters. In addition to all the usual powers of yugoloths, arcanaloths have the following special abilities.
Partial Immunity to Spells: Mind-affecting spells have no effect on arcanaloths.
Change Shape (Su): An arcanaloth can assume the form of any Small or Medium humanoid.
Poison (Ex): An arcanaloth's claws are coated with poison. It delivers this poison (Fortitude save DC 16) with each successful claw attack, The initial and secondary damage is the same (1 point of Strength damage).
Spell-Like Abilities: At will - darkness, fly, heat metal, invisibility (self only), magic missile, telekinesis, warp wood; 1/day - fear, major image. Caster level 12th; save DC 13 + spell level.
Spells: An arcanaloth can cast arcane spells as a 12th-level sorcerer (spells known 9/5/5/4/3/2/1; spells/day 6/7/7/ 7/6/5/3; save DC 13 + spell level, or 15 + spell level for Abjuration spells).
Summon Yugoloth (Sp): Once per day, an arcanaloth can summon another arcanaloth with a 40% chance of success. Summoned creatures remain for 1 hour, then return whence they came. A yugoloth that is itself summoned cannot use its own summon ability for 1 hour.
Outsider Traits: A yugoloth has darkvision (60-foot range). It cannot be raised or resurrected.
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloth can communicate telepathically with any creature within 100 feet that has a language.