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Gauth - CR: 6
SpeciesMedium Aberration
SubspeciesBeholder
SizeMedium
TypeAberration
Hit Dice6s8+18 (66hp)
Speed5 ft. (1 square), fly 20 ft. (good)
AbilitiesStr 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13
Special QualitiesAll-around vision, darkvision 60 ft., flight
EnvironmentCold hills
OrganizationSolitary, pair, or cluster (3–6)
TreasureStandard
AlignmentUsually lawful evil
Advancement7–12 HD (Medium 13–18 HD (Large)
Skills
Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks)
Feats
AlertnessB, Flyby Attack, Improved Initiative, Iron Will
Combat
Initiative6
Armor Class (AC)19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack+4/+3
AttackEye rays +6 ranged touch and bite –2 melee (1d6–1)
Full AttackEye rays +6 ranged touch and bite –2 melee (1d6–1)
Space/Reach5 ft./5 ft
Special AttacksEye rays, stunning gaze
SavesFort +5, Ref +4, Will +9
Description
The gauth, sometimes known as the lesser beholder, is a 4-foot wide orb dominated by a central eye. Six smaller eyes on stalks sprout from the top of its body. It is a rapacious and tyrannical creature that seeks to exact tribute from anything weaker than itself, and often attacks adventurers simply to acquire their wealth.

COMBAT
Eye Rays (Su): Each of a gauth’s six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 14. The save DCs are Charisma-based. The six eye rays include:

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Gauths like to use this ray against warriors and other physically powerful creatures.

Inflict Moderate Wounds: This works like the spell, causing 2d8+8 points of damage (Will half ).

Dispel Magic: This works like the targeted dispel function of the spell. The gauth’s dispel check is 1d20+8.

Scorching Ray: This works like the spell, dealing 4d6 points of fire damage (no save). A gauth creates only one fiery ray per use of this ability.

Paralysis: The target must succeed on a Fortitude save or be paralyzed for 2d10 minutes.

Exhaustion: This works like the spell ray of exhaustion (no save).

Stunning Gaze (Su): Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the gauth’s central eye is subject to its stunning gaze attack. Since the gauth can use its eye-rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time.

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