Medium aberrant magical beast
Level 5 Elite Artillery XP 400
|HP 102; Bloodied 51||Initiative +4|
|AC 17, Fortitude 16, Reflex 18, Will 19||Perception+10|
|Speed 0, fly 6 (hover)||All-around vision, Darkvision|
|Saving Throws +2; Action Points 1|
Enemies can’t gain combat advantage by flanking the gauth.
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.
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.