3e SRD:Rast
Rast
Size/Type: | Medium Outsider (Fire) |
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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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