How the Monsters Have Changed in the 2025 Monster Manual: Arcanaloth

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With a new Monster Manual on its way, how much has each classic D&D monster actually changed? We're examining some of the key differences of each monster, with today's focus on the Arcanaloth.

The arcanaloth (a spellcasting yugoloth) has jumped ahead in the 2025 Monster Manual, with its entry now appearing in the "A" chapter instead of "Y" for yugoloth. One downside to spreading out the yugoloths is that there's no longer an explanation for what exactly a yugoloth is in the Monster Manual. Demons and devils are somewhat easy to explain, but yugoloths can be a bit more difficult and are tied more closely to D&D lore than their other fiendish counterparts. However, the arcanaloth did receive a notable visual upgrade, which a cooler set of duds and a nifty soul tome (which we'll discuss more in a bit.)

In terms of statistics, the arcanaloth's AC increases by 1 to 18, its HP is significantly higher (175 compared to 104), and its Initiative bonus is now a +5 instead of a +1. It also now has proficiency in Constitution saving throws instead of Charisma saving throws, although all of its underlying stats remain the same. Oddly, the Arcanaloth's Arcana skill modifier has been given a decrease (+9 instead of +13) along with its Deception and Insight bonuses (both are now +7 instead of +9). The arcanaloth also no longer has resistance against bludgeoning, piercing, and slashing damage from non-magical attacks. Its weapon attacks are also no longer classified as being magical, although that's likely because no longer has weapon attacks in its arsenal.

Like the aboleth, the arcanaloth's ability to be reborn on its home plane when killed is now built into its statblock. It also has a new soul tome trait, which gives him a soul tome with distinct stats and access to a unique banishing claw attack. When using the banishing claw attack, the arcanaloth can force its target to make a Charisma saving throw or be sucked into the soul tome. If the creature fails three additional saving throws while in the tome, they become permanently trapped inside the book until its destroyed. This is one of the few examples of a creature ability requiring BOTH a successful attack and a failed saving throw to activate.

In terms of other attacks, the arcanaloth's claw attack has been upgraded to a fiendish burst which deals much more damage. (31 necrotic damage versus 18 slashing/poison damage). The fiendish burst can be used as either a melee or ranged attack and can be used as part of a multiattack action that the arcanaloth didn't have before. Functionally, the arcanaloth can deal 93 points of damage on a turn instead of 18 damage, making it much more powerful.

Keep in mind that the 2014 arcanaloth was focused on spellcasting every turn and had a range of damaging spells meant to balance this out. Almost all of those damaging spells were removed from the 2025 version of the arcanaloth, although it can still teleport as a bonus action and cast counterspell as a reaction without any limits.

All in all, the arcanaloth is much easier to run and is less dependent on spellcasting to threaten foes. It also has a new unique mechanic that helps it stand out.

The full statblocks of both versions of the arcanaloth can be seen below:

2025 Monster Manual

Screenshot 2025-02-09 at 11.19.58 AM.png


2014 Monster Manual

Screenshot 2025-02-09 at 11.19.44 AM.png
 

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Christian Hoffer

Christian Hoffer

This is the first time where I emphatically prefer the 2014 version. I like the enhanced HP and Banishing Claw actions, but the fact that all its offense is tied up in an Arcane Burst like multiattack makes it feel so lame. These things are supposed to be master spellcasters right?
 

"We're making a very innovative monster book." --- Proceeds to increase enemy HP by +75%.

Do these people even play the game they're making?
 


This is the first time where I emphatically prefer the 2014 version. I like the enhanced HP and Banishing Claw actions, but the fact that all its offense is tied up in an Arcane Burst like multiattack makes it feel so lame. These things are supposed to be master spellcasters right?
We have completely different tastes. I think the 2014 version is a very mid statblock, not impressive or interesting or inspiring at all. The 2024 comes off to me way better, more interesting, and more useful.
 


We have completely different tastes. I think the 2014 version is a very mid statblock, not impressive or interesting or inspiring at all. The 2024 comes off to me way better, more interesting, and more useful.
Like I said, I like the new Banishing Claw action. My problem is that otherwise all of its offense is tied up in a very basic necrotic damage multiattack. To me you could fix the new version easily enough by just adding some damaging spells back to its Spellcasting.
 

Like I said, I like the new Banishing Claw action. My problem is that otherwise all of its offense is tied up in a very basic necrotic damage multiattack. To me you could fix the new version easily enough by just adding some damaging spells back to its Spellcasting.
To me, that is a plus, not a minus. It makes the creature easy to use, and gives it a clear direction. Use spells as necessary, or add spells as desired.

Let me approach this from a slightly different angle. My first real major foray into D&D was 5E. I, and many other noob DMs, hated running 2014 spell monsters. I had to constantly look up spells and then figure out how to use them and when to deploy them. It was a lot of thinking that IMO wasn't worth the squeeze. With the new format, I can run this creature easily, and the spells are flavorful and interesting enough to be fun to use.

Now with 10 years of experience under my belt, I can also say it's easier to upgrade the 2024 version then it is to parse and wield the 2014 version as well. IF I want, I can add a couple big spells - mind blank, chain lightning - and I don't have to fiddle with spell slots or wonder if the spell list is balanced for the CR etc etc.

I get the tactical expression that is possible in the 2014, but going off both my anecdotal experiences (so taken with a grain of salt) and what I've seen in other GMs like me (ofc still anecdotal), it's better to have a simple stat block you can add a couple spells too then a stat block with a huge number of spells in it already that you have to figure out to see how to make this thing hit its CR.
 

Oddly, the Arcanaloth's Arcana skill modifier has been given a decrease (+9 instead of +13) along with its Deception and Insight bonuses (both are now +7 instead of +9).
The 2014 Deception and Insight bonuses were errors; there was no way to derive them from ability scores and proficiency/expertise. (There were a number of these errors in the 2014 MM, many of which were fixed in errata, but not the arcanaloth's.)

The change to Arcana is a surprise, though; they took away its Expertise? Not many monsters have Expertise in Arcana; I thought that was a cool distinguishing element for a monster that literally has Arcana in its name.
 

To me, that is a plus, not a minus. It makes the creature easy to use, and gives it a clear direction. Use spells as necessary, or add spells as desired.

Let me approach this from a slightly different angle. My first real major foray into D&D was 5E. I, and many other noob DMs, hated running 2014 spell monsters. I had to constantly look up spells and then figure out how to use them and when to deploy them. It was a lot of thinking that IMO wasn't worth the squeeze. With the new format, I can run this creature easily, and the spells are flavorful and interesting enough to be fun to use.

Now with 10 years of experience under my belt, I can also say it's easier to upgrade the 2024 version then it is to parse and wield the 2014 version as well. IF I want, I can add a couple big spells - mind blank, chain lightning - and I don't have to fiddle with spell slots or wonder if the spell list is balanced for the CR etc etc.

I get the tactical expression that is possible in the 2014, but going off both my anecdotal experiences (so taken with a grain of salt) and what I've seen in other GMs like me (ofc still anecdotal), it's better to have a simple stat block you can add a couple spells too then a stat block with a huge number of spells in it already that you have to figure out to see how to make this thing hit its CR.
It's not either/or. The new Archmage is also CR 12 but has both an Arcane Burst multiattack and some bite in its spell list.

It also, ironically, has more hit points than the Legendary Archmage from Monster Manual Expanded 3, 170 compared to 130.
 

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