Rast |
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4d8+7 (25 hp) |
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+5 |
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5 ft. (1 square), fly 60 ft. (good) |
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15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
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+4/+6 |
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Claw +6 melee (1d4+2) or bite +6 melee (1d8+3) |
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4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3) |
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5 ft./5 ft. |
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Paralyzing gaze, improved grab, blood drain |
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Darkvision 60 ft., flight, immunity to fire, vulnerability to cold |
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Fort +5, Ref +5, Will +5 |
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Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12 |
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Hide +8, Listen +8, Move Silently +8, Spot +8 |
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Solitary, pair, or cluster (3-6) |
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5 |
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None |
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Usually neutral |
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- |
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.
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.