Sources
CR
Type
Size
Alignment
Movement

Canoloth

Medium Fiend (yugoloth), Neutral Evil

Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 50 ft.
STR
18
+4
DEX
10
+0
CON
17
+3
INT
5
-3
WIS
17
+3
CHA
12
+1
Skills Investigation +3, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities Poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 8 (3,900 XP)

Traits

Dimensional Lock. Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.

Magic Resistance. The canoloth has advantage on saving throws against spells and other magical effects.

Uncanny Senses. The canoloth can't be surprised unless it's incapacitated.

Actions

Multiattack. The canoloth makes one Bite or Tongue attack and one Claw attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) piercing damage plus 18 (4d8) force damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) slashing damage plus 9 (2d8) force damage.

Tongue. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit:10 (1d12 + 4) piercing damage plus 7 (2d6) acid damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.

Lore

Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it's been assigned to do. I've often found I can waltz right past them by taking advantage of a relevant loophole.