Finnyous
- •Chaos Claw.4d8+12.
Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Dazed
- •Cloudkill.2d8+9.
You create a 2 square radius Sphere of yellow-green fog centered on a point within range. STR save 12 or take damage, half on success. The fog lasts for the duration or until strong wind disperses it, ending the spell. Its area is Heavily Obscured.
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.