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|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)|
|Advancement:||5-6 HD (Medium-size); 7-12 HD (Large)|
CombatRasts 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.
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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