[top]RAST

CR 5
HP 25, hd4d8+7
AC 15 (+1 Dex, +4 natural), touch 11, flat-fooded 14
Fort +5, Ref +5, Will +5
Speed 5 ft. (1 square), fly 60 ft. (good)
Initiative +5
Spot , Listen
Standard attacks
BAB +4, Grapple +6
Attacks
Full attack: 4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)
Special Attacks/Qualities
Paralyzing gaze, improved grab, blood drain
Darkvision 60 ft., flight, immunity to fire, vulnerability to cold
Skills Hide +8, Listen +8, Move Silently +8, Spot +8
Feats Improved Initiative, Toughness
Str 14
Con 13
Dex 12
Int 3
Wis 13
Cha 12
Alignment Usually neutral,
Environment Elemental Plane of Fire,
Organisation Solitary, pair, or cluster (3?6)


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.

[top]COMBAT

Rasts 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 Consitution 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.

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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