← Gash All Monsters Gazer →
Monster

Gauth

Medium Aberration · Lawful Evil

Mordenkainen Presents: Monsters of the Multiverse Page 133
Armor Class 15
Hit Points 52 (7d8 + 21)
Speed Walk, Fly 20 ft. ((hover))
CR 6
STR 10 +0
DEX 14 +2
CON 16 +3
INT 15 +2
WIS 15 +2
CHA 13 +1

Traits

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 and can see the creature. A creature that fails the save is until the start of its next turn.
Unless , 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.

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 () Force damage on a failed save, or half as much damage on a successful one.

Actions

Bite

Melee Weapon Attack +3 to hit, reach 5 ft., one target. 9 () Piercing damage.

Eye Rays

The gauth shoots three of the following magical eye rays at random (roll three s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it:
list
list-hang-notitle
1: Devour Magic Ray
The target 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 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
item
2: Enervation Ray
The target must make a DC 14 Constitution saving throw, taking 18 () Necrotic damage on a failed save, or half as much damage on a successful one.
item
3: Fire Ray
The target must succeed on a DC 14 Dexterity saving throw or take 22 () Fire damage.
item
4: Paralyzing Ray
The target must succeed on a DC 14 Constitution saving throw or be 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.
item
5: Pushing Ray
The target must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the gauth and have its speed halved until the start of the gauth's next turn.
item
6: Sleep Ray
The target must succeed on a DC 14 Wisdom saving throw or fall asleep and remain 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.
item
Confirmation

Are you sure?