Any creature looking at the Gauth eye at the start of their turn must make a DC 13 INT Save or they are dazed until the start of their next turn.
If they don't look into it's eye, their attacks are made at disadvantage.
- • Enervation Ray.
2d8+4 Necrotic
- •Fire Ray .
4d8+4 Fire
- •Devour Magic Ray.
The targeted creature must succeed on a DC 13 DEX saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn.
Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
- •Frost Ray.
The targeted creature must succeed on a DC 13 STR saving throw or be frozen for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- •Push/Pull Ray.
The targeted creature must succeed on a DC 13 STR saving throw or be pushed or pulled up to 15 feet directly away from the gauth and be knocked prone.
- •Blind Ray.
The targeted creature must succeed on a DC 13 WIL saving throw or have the blind condition.
At 80HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a creature within 6 Squares and they take the damage from the attack.
Gauth is dying! 60 More damage or he dies. Until then he Gains a new ray he can use once a round. Disintegration Ray. Dex saving throw 13 or 8d8+4 Force damage half on save.