3e SRD:Rast

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This material is published under the OGL 1.0a.

Rast

Size/Type: Medium Outsider (Fire)
Hit Dice: 4d8+4 (22 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (good)
AC: 15 (+1 Dex, +4 natural)
Attacks: 4 claws +6 melee; or bite +6 melee
Damage: Claw 1d4+2; or bite 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Paralyzing gaze, improved grab, blood drain
Special Qualities: Fire subtype, flight
Saves: Fort +5, Ref +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/Terrain: Any land and underground
Organization: Solitary, pair, or swarm (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)


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.

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.



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