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Monsters

id92
NameRast
SizeAndTypeMedium-Size Outsider (Fire)
HitDice4d8+4 (22)
Initiative+5 (+1 Dex, +4 Improved Initiative)
SpeedFly 50 ft. (good)
ArmorClass15 (+1 Dex, +4 natural)
Attacks4 claws +6 melee; or bite +6 melee
DamageClaw 1d4+2; or bite 1d8+3
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksParalyzing gaze, improved grab, blood drain
SpecialQualitiesFire subtype, flight
Saves_Fort5
Saves_Ref5
Saves_Will5
AbilitiesStr 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
SkillsHide +5, Listen +7, Move Silently +7
FeatsDodge, Improved Initiative
ClimateAndTerrainAny land and underground
OrganizationSolitary, pair, or swarm (3-6)
ChallengeRating_Value5
TreasureNone
AlignmentUsually neutral
Advancement5-6 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.