Gauth
Level 6 Solo Large Beholder
M175
INT++ WIL+
Dazing Gaze.

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.

Fly 6 and choose 1:
  • 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.

BLOODIED:

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.

LAST STAND:

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.

Collected In