Name | Rast |
---|---|
Sorted Name | Rast |
Family | Rast |
Size and Type | Medium Outsider (Extraplanar, Fire) |
Hit Dice Count | 4 |
Hit Dice | 4d8+7 (25 hp) |
Random Hit Points | 4d8+7 - 4 |
Initiative | +5 |
Speed | 5 ft. (1 square), fly 60 ft. (good) |
Armor Class | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
Base Attack/Grapple | +4/+6 |
Attack | Claw +6 melee (1d4+2) or bite +6 melee (1d8+3) |
Full Attack | 4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Paralyzing gaze, improved grab, blood drain |
Special Qualities | Darkvision 60 ft., flight, immunity to fire, vulnerability to cold |
Saves | Fort +5, Ref +5, Will +5 |
Abilities | Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12 |
Skills | Hide +8, Listen +8, Move Silently +8, Spot +8 |
Feats | Improved Initiative, Toughness |
Environment | Elemental Plane of Fire |
Challenge Rating | 5 |
Organization | Solitary, pair, or cluster (3-6) |
Treasure | None |
Alignment | Usually neutral |
Advancement | 5-6 HD (Medium); 7-12 HD (Large) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Rast; CR 5; Medium outsider (extraplanar, fire); HD 4d8+7; hp 25; Init +5; Spd 5 ft. (1 square), fly 60 ft. (good); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +4; Grp +6; Atk +6 melee (1d4+2, claw) or +6 melee (1d8+3, bite); Full Atk +6 melee (1d4+2, 4 claws) or +6 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Paralyzing gaze, improved grab, blood drain; SQ Darkvision 60 ft., flight, immunity to fire, vulnerability to cold; AL N; SV Fort +5, Ref +5, Will +5; Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12 Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8; Improved Initiative, Toughness |
Rast
A rast has anywhere from ten to fifteen claws, though it can only use four at once. A rast has a body about the size of a large dog's, with a head almost as large as the body. It weighs about 200 pounds. CombatRasts 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 DC 13 negates. The save DC is Charisma-based. Improved Grab (Ex): To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold. Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +6 melee (1d4+2) or bite +6 melee (1d8+3), or 4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)
feats: IMPROVED INITIATIVE, TOUGHNESS, ,