Medium aberration (beholder), lawful evil
Armor Class 15 (natural armor)
Armor Class (suggested) 17 (frontal), 15 (flanks), 12 (rear), 10 (underbelly)
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 20 ft. (hover)
Proficiency Bonus +3
Proficiency Bonus +4 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 13 (+1) |
Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 6 (2300 XP)
Regeneration (suggested). The gauth regenerates 1 hit points per round.
Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
Stunning Gaze (suggested). When a creature that can see the gauth’s meets the gaze of the central eye (usually when surprised or when attacking the Gauth in meele), the Gauth force the target to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save suffer the same effect of the Feeblemind spell. A creature can avoid the Gauth’s gaze by imposing on itself the blinded condition.
Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
ACTIONS
- Multiattack (suggested). The gauth can make two attacks, one with its bite and one with its eye rays.
- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
- Bite (suggested). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (3d4) piercing damage. In addition, the four tendrils around its mouth grapple the target (escape DC 15). Until the grapple ends, the target is restrained.
- Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Suggested. A dispel magic targeted at the gauth’s eyestalks prevents its use for 1d4 rounds.- 1- Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
- 2- Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
- 3- Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth’s next turn.
- 4- Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
- 5- Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed 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.
- 6- Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
The gauth is a fearsome creature that resembles a beholder, but with a voracious appetite for magic. It has a round body that measures 5 feet across, with a mottled brown, purple, and gray skin. It has a large eye in the center of its front side, surrounded by a ring of smaller eyes that can see in both light and darkness. It has a mouth full of sharp teeth on its lower side, with four tendrils that can grab and pull objects into its gullet. It has six eye stalks on its upper side, each with a different magical power.
Unlike the beholder, the gauth does not seek to dominate or destroy, but to feed on the magic that sustains it. It can sense the presence of magical objects and will pursue them relentlessly. It can swallow and digest items that have charges or durations, draining them of their magic in a matter of seconds. Items that are permanently enchanted are rendered useless after a day in the gauth’s stomach, but are eventually regurgitated when they provide no more nourishment.
Gauth avoid each other as much as possible, preferring to hunt alone in their own territories. They rarely interact with other creatures, unless they are potential prey or threats. They live for about a hundred years, and when they die, they leave behind two offspring that emerge from their corpse. These young gauth are fully grown and independent from birth, and inherit all the abilities of their parent.
COMBAT
A gauth is a dangerous opponent that can use its eye rays to attack and disable its enemies, as well as drain their magic items. A gauth prefers to ambush its prey, using its darkvision and stealth to surprise them. It will target the most powerful or magical foes first, using its devour magic ray to weaken them and feed itself. It will also use its dispel magic ray to remove any beneficial spells or effects on its enemies. A gauth can use its other eye rays to inflict damage, exhaustion, sleep, or paralysis, depending on the situation. A gauth will try to avoid melee combat, using its flight and stunning gaze to keep some distance from its attackers. However, if cornered, it can use its bite and tendrils to defend itself. A gauth is immune to being charmed or frightened, and has resistance to cold, fire, lightning, and nonmagical physical damage.
HABITAT / SOCIETY
A gauth is a solitary creature that lives in dark and secluded places, such as caves, ruins, dungeons, or the Underdark. It avoids contact with other gauths, as well as beholders and their kin, who consider it an inferior and unworthy creature. A gauth may sometimes ally itself with other creatures that can provide it with food or protection, such as cultists, bandits, or monsters. However, a gauth is not loyal or trustworthy, and will betray or abandon its allies if it suits its interests. A gauth is greedy and covetous of magic items, and will hoard them in its lair. It may also demand tribute from weaker creatures that live near its territory, threatening them with its eye rays if they refuse.
ECOLOGY
A gauth is an aberration that feeds on magic as well as flesh. It can sense the presence of magical objects and will pursue them relentlessly. It can swallow and digest items that have charges or durations, draining them of their magic in a matter of seconds. Items that are permanently enchanted are rendered useless after a day in the gauth’s stomach, but are eventually regurgitated when they provide no more nourishment. A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic, a gauth becomes weak and desperate, and may resort to attacking any creature it encounters. A gauth lives for about a hundred years, and when it dies, it leaves behind two offspring that emerge from its corpse. These young gauths are fully grown and independent from birth, and inherit all the abilities of their parent.