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Rast

CR 5.00 Outsider N Medium HD 6
This bulbous creature consists of many tangled legs, a bulging body of puffed flesh, and a mouth filled with sharp fangs.

Hailing from the barren wastes of the Plane of Fire, the rast is as dangerous as it is bizarre. Its body is a single tumorous sack that bulges with hidden organs and veins and bears no sensory apparatus beyond two miniscule eyes almost lost in the folds and wattles of its flesh. Instead, its defining feature is a mouth of flesh-ripping teeth and a wriggling mass of tangled legs. The exact number of legs on a particular rast is seemingly a random trait. Strangely, these tangled limbs do not support the creature, but rather hang twitching and waving beneath it as the rast floats through the air with an easy grace, only reaching out to manipulate objects or—more often—to slash at its prey.

Though rasts do not appear to have any spoken language, they display a degree of intelligence that places them above mere animals, and use this innate cunning to aid in their hunts. As prey is scarce in the barren, ashy deserts of the Plane of Fire where they make their home, rasts prefer to hunt in packs, swarming through the skies like schools of fish, their movements precise and coordinated despite their thrashing limbs. When they come across a likely target, they descend en masse, paralyzing those foes susceptible to their gaze and then abandoning them temporarily to focus on any opponents that remain mobile and dangerous, slashing with their claws and latching on with thick-lipped mouths to suck their victims' blood and viscera. Though each rast has roughly a dozen limbs, it can only control up to four at any given time, leaving the others to dangle uselessly.

Rasts make their homes in small ashen burrows, no more than holes scooped out by the thrashing of their claws, and bear their squirming young live. An adult rast is the size of a human and weighs 200 pounds. Rasts tend to be red, yellow, or purple, with darker coloration on their legs and heads, the better to blend in with the fiery plains of their homeland. Though most other intelligent species on the Plane of Fire are powerful enough (or wise enough) to avoid direct conflict with a rast pack, a cluster that stumbles through a portal to the Material Plane (or perhaps more tragically, is summoned to the Material Plane by a foolish spellcaster) can prove disastrous for the local ecosystem, consuming everything in its path with seemingly no limit to its repulsive hunger.

HP
51 (6d10+18)
AC
18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
Init
+5; Senses darkvision 60 ft.; Perception +10
Speed
5 ft., fly 60 ft. (good)
Fort
+8
Ref
+6
Will
+3
BAB
+6
CMB
+8 (+12 grapple)
CMD
19 (can't be tripped)
Melee
bite +8 (1d6+2 plus grab), 4 claws +9 (1d4+2)
str
14
+2
dex
12
+1
con
17
+3
int
3
-4
wis
13
+1
cha
12
+1

Weapons: Martial, Simple

blood drain (1d2 Constitution)

Paralyzing Gaze — Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based.

Universal Monster Rules

Blood Drain (1d2 Constitution) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Paralyzing Gaze from text
Paralyzed for 1d6 rounds, 30 feet, Fortitude (DC 14) negates. The save DC is Charisma-based.

Feats, Traits & Items

Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Weapon Focus (claw) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Fly +5, Perception +10, Stealth +10

Details
Type
Outsider
Alignment
N
Size
Medium
Environment
any (Plane of Fire)
Organization
solitary, pair, cluster (3-6), or pack (7-15)
Treasure
none
Languages
Ignan (cannot speak)
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core 1 Recognized publisher
View references and cross-links for Rast

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