Gauth Conversion: Help With CR


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Edit: Help with skills please, too.

Gauth
Medium Aberration
Hit Dice: 16d8+64 (136 hp)
Initiative: +9
Speed: 5 ft. (1 square), Fly 40 ft. (good)
Armor Class: 25(+2 Insight, +5 Dex, +8 natural),Touch 16, A Gauth may never be flanked, caught flat-footed or surprised (All-Around Vision and Foresight ability)
Base Attack/CMD/CMD: +12/+20/+34
Attack: Eye rays +17 ranged touch attack and bite +16 melee
(2d6+12 17-20X2)
Full Attack: Eye rays +18 ranged touch attack and bite +16 melee (2d6+24 17-20X2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays, Stunning Gaze
Special Qualities: All-Around Vision, Foresight, Greater Arcane Sight (180 Ft.), True Seeing (180 Ft.), Darkvision 180 Ft., Flight, Stunning Cone, Spell Resistance 20
Saves: Fort +11, Ref +12, Will +15
Abilities: Str 26, Dex 20, Con 18, Int 22, Wis 20, Cha 16
Skills: Placeholder, trying to nail them out...
Feats: AlertnessB, Flyby Attack, Improved Initiative, Cornugon Smash,
Power Attack, Great Fortitude, Improved Great Fortitude, Skill Focus (Intimidate), Dodge, Mobility
Environment: Cold Hills
Organization: Solitary, pair, or cluster (3–6)
Challenge Rating: 11
Alignment: Usually Neutral Evil, Tending Towards Chaotic Evil

Gauths are sometimes derided as "baby beholders" or termed "lesser beholders" but woe betide anyone who is discovered to have insulted a proud and noble Gauth in such a fashion!

Smaller physically than "True Beholders," Gauths are 5 foot spheres that weigh approximately 500 pounds. They are more mobile than Beholders and since they have innately "weaker" (A gauth would say uniquely capable and ruthlessly specialized, thank you very much!) spell-like abilities, Gauths have a Savage Bite that has been compared by some anthropologists and adventures to that of a Bulette.

Gauths have disposed of the Law and restrictive and rigid Hive Mind of their more well-known counterparts. They have a mercenary and organized crime bent and often sell themselves as reconnaissance men and artillery pieces for militaries. They can tend to be a bit more Chaotic as well and have been known to work as Crime lords, highwaymen and most infamously of all...

Adventurers!

Watch yourself if you find a gauth on your "team," however.
Though they possess no hands, they will not hesitate to stab you in the back!

Relationships with Other Monsters: They are distrusted by most everyone, and despised by "True" Beholders. Eye Rays fly whenever Gauths and Beholders meet.

Special Abilities:
All-Around Vision
Darkvision 180 Feet
True Seeing as Spell of same name
Foresight as Spell of same name
Greater Arcane Sight (180 feet) as Spell of same name.
Savage Bite: A Beholder's Bite has a critical threat range of 17-20

Eye Rays (SLA): These are Spell-Like Abilities that work as though they were cast by a 16th level caster. They have 100 feet ranges and are Free Actions. The Save DC is charisma-based
1. Exhaustion (No Save)
2. Sleep (DC 21 Will Save, fall asleep for 5 rounds, no HD limit)
3. 10d6 Damage, Energy Subtype Varies By Beholder, No Save
4. Inflict Critical Wounds, as 18th level caster (4d8+18, DC 21
Will Save for half damage.)
5. Greater Dispel Magic, Targeted, as 16th Level Caster
6. Paralysis (DC 21 Fortitude Save or Paralyzed for 5 Rounds)
7. Telekinesis as the spell
8. Slow as the spell (5 round duration)

Stunning Gaze (Su): Gaze Attack, Stun for 1 round, 30 feet,
Will DC 21 negates. The save DC is Charisma-based.


A couple things:

First, you should have three odd stats and three even stats as that's the standard.

Second, this thing's stats and general abilities are a lot higher than I remember the original gauth's being. This is actually on par with an actual beholder. A quick glance at the ability DCs, hp, and damage output puts this thing firmly in CR 11 territory, with some things edging into CR 12. Gauths weren't nearly that powerful.

I'd check out this 3.5 version and work from there. Be sure to check the monster creation rules to get things where you want them for its CR.


Shadowborn wrote:

A couple things:

First, you should have three odd stats and three even stats as that's the standard.

Second, this thing's stats and general abilities are a lot higher than I remember the original gauth's being. This is actually on par with an actual beholder. A quick glance at the ability DCs, hp, and damage output puts this thing firmly in CR 11 territory, with some things edging into CR 12. Gauths weren't nearly that powerful.

I'd check out this 3.5 version and work from there. Be sure to check the monster creation rules to get things where you want them for its CR.

Thanks a lot. I know the original is CR 6 but I was shooting for a maxed out version of it. So this is the version with the most HD possible.

I was shooting for CR 11, on the high end of CR, possibly very nearly CR 12 with it. So thanks for that explanation of why it is CR 11/12 in this incarnation.

Really appreciate it!

Edit: Shoot, first post is too old to edit.


Here is a CR 8 Version of the Gauth...

Gauth
Medium Aberration (Extraplanar)
Hit Dice: 12d8+36 (100 hp)
Initiative: +8
Speed: 5 ft. (1 square), fl y 20 ft. (good)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Eye rays +13 ranged touch attack and bite +11 melee (1d6+3)
Full Attack: Eye rays +13 ranged touch attack and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays, Stunning Gaze
Special Qualities: All-around vision, True Seeing,
Greater Arcane Sight, darkvision 120 ft., flight,
Saves: Fort +9, Ref +10, Will +11
Abilities: Str 14, Dex 19, Con 16, Int 19, Wis 16, Cha 21
Skills: Knowledge (the planes) +10, Knowledge (Local) +10,
Knowledge (Dungeoneering) +13, Knowledge (Nature) +10,
Intimidate +26, Perception +22, Sense Motive +19, Stealth +22,
Fly +15, Survival +12, Bluff +17, Diplomacy +17
Feats: AlertnessB, Flyby Attack, Improved Initiative,
Great Fortitude, Lightning Reflexes, Skill Focus:Intimidate,
Improved Natural Armor, Re-Roll Initiative
Environment: Underdark
Organization: Solitary, pair, or cluster (3–6)
Challenge Rating: 8

Eye Rays:
A Gauth may use these 8 eye rays as free actions. They have a range of 60 feet and a 90 degree arc.
No more than 2 Eye Rays may be targeted at the same person.
Fear: As the spell, Will Save
Inflict Moderate Wounds:
This works like the spell, causing 2d8+10 points of damage (Will half).
Dispel Magic: This works like the targeted dispel function
of the spell. The gauth’s dispel check is 1d20+12.
Eye Blast: This deals 6d6 points of damage (no save).
Paralysis: The target must succeed on a Fortitude
save or be paralyzed for 5 rounds.
Exhaustion: Exhaustion, no save
Telekinesis: As the spell Telekinesis
Slow: As the spell, against Reflex

Stunning Gaze: 30 foot gaze attack. DC 21 Will Save or be stunned for 1 round.

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