Fire Absorption: When targeted with an attack that deals fire damage, Gauss takes no damage. Instead, the miniature sun lodged within his prosthesis absorbs the fire, and his next attack that also deals fire damage deals an extra 4d6 damage.
Exhaust: While a target is grappled by Gauss, melee attacks deal an extra 2d6 fire damage to the grappled target.
Supernova: When reduced to 0 hit points, the chamber originally keeping the miniature sun contained powers off. Creatures have 18 seconds (3 rounds) to defuse the situation, whether by repowering the containment chamber or disposing of the body, before the sun collapses and explodes, dealing 110 (20d10) fire damage to everything in a 400 foot radius. Powering the containment field on again requires a successful DC 18 Arcana check followed by a successful DC 16 Sleight of Hand check. Each creature may attempt one check once per round, and may communicate information amongst themselves, meaning a successful check for one creature may count as a successful check for all creatures nearby.
Multiattack: Gauss can make two "Barreled Fist" attacks, two punch attacks, or a mix of the two. Alternatively, he can take one other action available.
Barreled Fist: Ranged Attack (1 target), Range 10/60, +7 to hit, hit 14 (4d6) fire damage.
Steam-Fueled Punch: 1 target, +8 to hit, hit 13 (2d12) bludgeoning damage plus 4 (1d6) fire damage. Gauss can then expend his reaction to attempt to grapple the target (escape DC 17).
Delta Barrage (Recharge 4-6): Gauss launches three scorching missiles from his miniature sun. Each automatically finds a target, which must make a DC 17 Dexterity Saving Throw or take 14 (4d6) fire damage. The missiles then explode, dealing 7 (2d6) fire damage to creatures within a 5 foot radius on a failed DC 17 DEX save. Creatures who passed the initial saving throw do not have to roll again.
Hydrogen Ejection (Recharge 5-6): Gauss launches a ball of flaming hydrogen, which then explodes, dealing 35 (10d6) fire damage on a failed DC 16 Dexterity Saving throw, or half as much on a successful one.
Whirlwhind Slam: If a target has been grappled by Gauss for one turn, he can discharge a ray of fire from his "elbow", and spin the target violently before slamming them into the floor, releasing the grapple but dealing 21 (6d6) bludgeoning damage.
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