Saturday, 27 December 2014

Beholderkin - Gauth (CR 5)

The  Gauth is one of those monsters that most of us have fought in video games, but which I never really hear getting used in day to day tabletop. I think this is a shame, as they represent a nice bit of Eye Tyrant weirdness at a much lower level. For this conversion I went to 2nd Edition AD&D, and pretty much recreated the same thing. I did tweak the explosion however, as in the original there was only a 2% chance of this happening...which seems pointless.

Anyway, here it is...

Beholderkin - Gauth
Medium Aberration – Xareth'Chelde (Neutral Evil)
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Armour Class: 16 (Natural Armour)
Hit Points
: 136 (16d8+64)
Speed Fly 15' (hover)
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STR 15 (+2) DEX 14 (+2) CON 18 (+4) INT 17 (+3) WIS 13 (+1) CHA 17 (+3)
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Skills: Perception +9
Condition Immunities: Prone
Senses: Darkvision 120'; Passive Perception: 19
Language: Cheldean
Challenge: 5 (1,800 XP)
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All-Round Vision: Creatures cannot flank the Gauth

Dispel Magic Effect: A Dispel Magic made against one of the creature's eye stalks, stops it working for 1d4 rounds.
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ACTIONS
Multiattack: The Gauth either makes two bite attacks, or fires up to three eye rays.

Bite: Melee weapon attack, Reach 5', +7 to hit, One target, Hit: 11 (2d8+2) Piercing damage.

Eye Rays: The Gauth may fire up to two of the following eye rays at one or more creatures in range.
1: Cause Wounds – 30' range. Target must make a D.C. 14 Constitution save or suffer 12 (2d8+3) Necrotic damage
2: Cone of Cold – 50' cone. Targets within the cone suffer 7 (3d4) cold damage or half if they make a D.C. 14 Dexterity save
3: Repulsion – 5' wide, 10' long line. All creatures in this area must make a D.C. 14 Strength save or be pushed 1d4 x 5' and knocked prone.
4: Lightning Bolt – At a single target within 80'. Target suffer 17 (3d6+3) lightning damage, half if they make a D.C. 14 Dexterity saving throw.
5: Paralysation – Target within 40' must make a D.C. 14 Wisdom save or be paralysed for 5d4 minutes. At the end of each of their turns, they may make another save to end this effect early.
6: Dweomer Drain – One target within 40' must make a D.C. 14 Charisma saving throw, or one non consumable magical item they possess looses all powers and magic for 1 minute. If they roll a natural 1 on this saving throw, the item is permanently drained of all magic. For 1 minute following the successful removal of magic from an item, the Gauth glows brightly, as if it had been affected by a Faerie Fire spell.

REACTIONS

Final Eruption: When reduced to 0 hit points, the Gauth begins to glow brightly, casting bright light in a 60' radius. At the end of its next turn, it explodes in a 60' sphere, inflicting 8d10 force damage to all within – half if they make a D.C. 15 Constitution save. 

 Allo! 

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