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[3.5e] Barbed Devil stats
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<blockquote data-quote="EricNoah" data-source="post: 890562" data-attributes="member: 4"><p>I kinda like this new dude:</p><p></p><p>Gauth</p><p>Medium Aberration</p><p>Hit Dice: 6d8+18 (45 hp)</p><p>Initiative: +6</p><p>Speed: 5 ft. (1 square), fly 20 ft. (good)</p><p>Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17</p><p>Base Attack/Grapple: +4/+3</p><p>Attack: Eye rays +6 ranged touch and bite -2 melee (1d6-1)</p><p>Full Attack: Eye rays +6 ranged touch and bite -2 melee (1d6-1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Eye rays, stunning gaze</p><p>Special Qualities: All-around vision, darkvision 60 ft., flight</p><p>Saves: Fort +5, Ref +4, Will +9</p><p>Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13</p><p>Skills: Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks)</p><p>Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will</p><p>Environment: Cold hills</p><p>Organization: Solitary, pair, or cluster (3-6)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: 7-12 HD (Medium); 13-18 HD (Large)</p><p>Level Adjustment: --</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>Inflict Moderate Wounds: This works like the spell, causing 2d8+8 points of damage (Will half).</p><p></p><p>Dispel Magic:This works like the targeted dispel function of the spell. The gauth's dispel check is 1d20+8.</p><p></p><p>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.</p><p></p><p>Paralysis: The target must succeed on a Fortitude save or be paralyzed for 2d10 minutes.</p><p></p><p>Exhaustion: This works like the spell ray of exhaustion (no save).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 890562, member: 4"] I kinda like this new dude: Gauth Medium Aberration Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 5 ft. (1 square), fly 20 ft. (good) Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 Base Attack/Grapple: +4/+3 Attack: Eye rays +6 ranged touch and bite -2 melee (1d6-1) Full Attack: Eye rays +6 ranged touch and bite -2 melee (1d6-1) Space/Reach: 5 ft./5 ft. Special Attacks: Eye rays, stunning gaze Special Qualities: All-around vision, darkvision 60 ft., flight Saves: Fort +5, Ref +4, Will +9 Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13 Skills: Hide +11, Knowledge (arcana) +11, Listen +4, Search +15, Spot +17, Survival +2 (+4 following tracks) Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will Environment: Cold hills Organization: Solitary, pair, or cluster (3-6) Challenge Rating: 6 Treasure: Standard Alignment: Usually lawful evil Advancement: 7-12 HD (Medium); 13-18 HD (Large) Level Adjustment: -- 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. 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. [/QUOTE]
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