Rast (CR 5)
Medium Outsider (Extraplanar and Fire)
Alignment: Usually neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +8, and Spot +8
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 4d8+7 (25 hp)
Fort +5, Ref +5, Will +5
Speed: 5 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +6
Attack: Claw +6 melee or bite +6 melee
Full Attack: 4 claws +6 melee or bite +6 melee
Damage: Claw 1d4+2; or bite 1d8+3
Special Attacks/Actions: Paralyzing gaze, improved grab, blood drain
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Special Qualities: flight, fire immunity, cold vulnerability
Feats: Improved Initiative; Toughness
Skills: Hide +8, Listen +8, Move Silently +8, and Spot +8
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, pair, or swarm (3-6)
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. If it gets a hold, it automatically deals bite damage.
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.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.