- 6 (2,300 XP)
Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 3 meters of it must make a DC 14 Reflex saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
Spellcasting. The gauth is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has 6 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:
Cantrips (at will): minor spell resistance
Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 9 meters of the gauth, the gauth can force it to make a DC 14 Will saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned 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.
Bite. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 9 (2d8) piercing damage.
Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 35 meters of it:
Devour Magic Ray: The targeted creature must succeed on a DC 14 Reflex 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 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
Enervation Ray: The targeted creature must make a DC 14 Fortitude saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
Pushing Ray: The targeted creature must succeed on a DC 14 Reflex saving throw or be pushed up to 4.5 meters directly away from the gauth and have its speed halved until the start of the gauth’s next turn.
Fire Ray: The targeted creature must succeed on a DC 14 Reflex saving throw or take 22 (4d10) fire damage.
Paralyzing Ray: The targeted creature must succeed on a DC 14 Fortitude saving throw or be paralyzed 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.
Sleep Ray: The targeted creature must succeed on a DC 14 Will saving throw or fall asleep and remain unconscious 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.