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  SYSTEM REFERENCE DOCUMENT 3.5  
RAST

 

Medium Outsider (Extraplanar, Fire)

Hit Dice:

4d8+7 (25 hp)

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

Organization:

Solitary, pair, or cluster (3–6)

Challenge Rating:

5

Treasure:

None

Alignment:

Usually neutral

Advancement:

5–6 HD (Medium); 7–12 HD (Large)

Level Adjustment:

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.

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 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.

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