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Rast
Size & Type (subtype):Medium-Size Outsider (Fire)Hit Dice:4d8+4 (22)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   Fly 50 ft. (good)  
Armor Class:   15 (+1 Dex, +4 natural)   Attacks:   4 claws +6 melee; or bite +6 melee  
Damage:   Claw 1d4+2; or bite 1d8+3   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Paralyzing gaze, improved grab, blood drain   Special Qualities:   Fire subtype, flight  
Saving Throws  Fortitude: 5  
Reflex: 5  
Will: 5  
Abilities:   Str: 14
Dex: 12
Con: 13
Int: 3
Wis: 13
Cha: 12
Skills:   Hide +5, Listen +7, Move Silently +7   Feats:   Dodge, Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or swarm (3-6)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   5-6 HD (Medium-size); 7-12 HD (Large)  

Description:  

Combat

Rasts attack in swarms, with a frightening, brutal cunning. The creatures paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round.

Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude save (DC 13).

Improved Grab (Ex): To use this ability, the rast must hit with its bite attack. If it gets a hold, it automatically deals bite damage.

Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of temporary Constitution damage each round it maintains the hold.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Flight (Su): A rast can fly as the spell cast by an 11th-level sorcerer, as a free action. A rast that loses this ability falls and can perform only partial actions.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002