Inflict Moderate Wounds: This works like the spell, causing 2d8+8 points of damage (Will half).ĭispel Magic: This works like the targeted dispel function of the spell. A gauth can tilt and pan its body each round to change which rays it can bring to bear in any given arc.Ī gauth’s eye rays have a range of 120 feet and a save DC of 16 (CL 8th). The remaining eyes must aim at targets in other arcs, or not at all. During a single round, a gauth can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). Organization: Solitary, pair, or cluster (3-6)Įye Rays (Su): Each of a gauth’s eyestalks can produce a magical ray once per round as a free action. Languages: Beholder, Common, Goblin, Undercommon Skills: Fly +4, Intimidate +14, Knowledge (arcana) +14, Perception +21, Sense Motive +11, Stealth +14, Survival +14 Racial Modifiers: +4 Perception Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 15īase Atk: +6 CMB: +5 (+9 grapple) CMD: 17 (can’t be tripped)įeats: Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception) B, Weapon Focus (eye rays) Perception +21ĪC: 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) Init: +6 Senses: All-around vision, darkvision 60 ft. Like beholders, they often bully humanoids into cooperation, typically small groups of weak creatures such as goblins, kobolds, or xvarts. For their part, gauths are less xenophobic than beholders, if only out of a need to survive, and come together in small clusters fairly often. True beholders hate gauths and other beholder-kin even more than they hate members of their own kind, and drive gauths away or kill them wherever they share territory. A magic item with charges, such as a wand, loses one charge per 10 minutes it sits in a gauth’s gullet items without charges, such as rings and rods, last for one day before dissolving completely (artifacts are not affected). They feed on ambient arcane energy, and greedily gulping down wands, amulets, and other magic items to sustain their own powers. Like beholders, gauths move by magical levitation. Four tentacles capable of fine manipulation hang from the creature’s underside. Six eyestalks ring the creature’s head, each with its own magical property, and ten to fourteen tiny eyes ring the creature’s central orb. Gauths are the most numerous of the many races of beholder-kin, and many folk simply know them as “lesser beholders”.Ī gauth resembles a large fleshy ball with a massive central eye and a drooling, fanged mouth. Though they lack their kin’s size and strength, they are just as cunning and vicious. Gauths are smaller relatives of the beholder.
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