Gauth (3.5e Monster)

''Around two and a half feet in diameter, the spherical creature floating towards you with a single massive central eye while a pair of eyestalks swivel every which way. You know you should shoot at it, but something about the eye--a menace the likes of which you have never felt before--causes you to falter, standing still and compliant as it levels an eyestalk at you, brimming with magical energy and promising a quick death.''

A gauth is perhaps the most frequently encountered of beholderkin, strong enough to hold its own against the average adventurer but also hardly a threat to more powerful beholderkin. Their primary assets are their two main eyestalks, which allow them to cover most angles of approach and either kill or incapacitate enemies at their leisure.

Combat
Still small by the standards of beholders, gauths rely on their eye rays for battle. Without them, their prowess is significantly hindered. If deprived of their eyestalks, a gauth uses its central eye to stun enemies that meet its gaze. All saves for the effects below are Constitution-based and have DC's of 14.

 (Su): Anyone who meets the gauth’s central eye is overwhelmed by its malicious intent. Every gauth has a gaze attack that forces targets to make a Will save or be stunned for 1 round, and continue to make saving throws as long as they meet the gauth’s gaze.

 (Su): A gauth has access to the Inflict Wounds (which functions in its case as inflict moderate wounds, dealing 2d8+3 points of damage) and Sleep abilities. Its eye rays have a maximum range of 130 feet. As with all beholderkin, its ocular power also carries the effect of a targeted greater dispel magic spell.

 (Ex): A gauth is naturally buoyant, able to fly with perfect maneuverability. Even if forced to fall, they never take falling damage.

 (Ex): A gauth can see invisible and ethereal creatures normally and sees naturally as though it were wearing a ''ring of x-ray vision.