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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Ravid
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