Beholder Gauth
Medium aberrant magical beast
Level 5 Elite Artillery XP 400

HP 102; Bloodied 51Initiative +4
AC 17, Fortitude 16, Reflex 18, Will 19Perception+10
Speed 0, fly 6 (hover)All-around vision, Darkvision
Saving Throws +2; Action Points 1

Traits

All-Around Vision

Enemies can’t gain combat advantage by flanking the gauth.

Standard Actions

Bite At-Will

Attack: Melee 1 (one creature); +10 vs. AC

Hit: 2d4 + 5 damage.

Eye Rays At-Will

Effect: The gauth uses two eye ray powers chosen from the list below. Each eye ray must target a different creature. Using eye rays does not provoke opportunity attacks.

    1. Fire Ray (fire): Ranged 8; +10 vs. Reflex; 2d6 + 6 fire damage.

    2. Exhaustion Ray (necrotic): Ranged 8; +10 vs. Fortitude; 1d8 + 4 necrotic damage, and the target is weakened (save ends).

    3. Sleep Ray (charm): Ranged 8; +10 vs. Fortitude; the target is slowed (save ends).

        First Failed Saving Throw: The target is knocked unconscious instead of slowed (save ends).

    4. Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the gauth slides the target up to 4 squares.

Minor Actions

Central Eye At-Will

Attack: Ranged 5 (one creature); +10 vs. Will

Hit: The target is immobilized until the end of the gauth’s next turn.

Str 12 (+3)                Dex 15 (+4)                Wis 16 (+5)
Con 15 (+4)                Int 18 (+6)                Cha 20 (+7)

Alignment evil        Languages Deep Speech

Published in Monster Manual 2, page(s) 24, Monster Vault, page(s) 25, Dungeon Magazine 207, Dungeon Magazine 220.