Farastu

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Medium-size Outsider
Hit Dice: 11d8+44 (92 hp)
Initiative: +2 (+2 Dex)
Speed: 40ft, Fly 80 (Average)
Armor Class: 21 (+2 Dex, +9 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Melee Weapon +18/+13/+8 or Ranged Weapon +13/+8/+3 or 2 claws +18 melee, bite +16 melee
Space/Reach: 5ft by 5ft / 5ft
Special Attacks: Adhesive, Battle Frenzy, Spell Like Abilities
Special Qualities: Adhesive, Damage Reduction 15/+1, Immunities, Resistances, Summon Farastu
Saves: Fort +11, Ref +9, Will +11
Abilities: Str 24, Dex 14, Con 18, Int 9, Wis 18, Cha 6
Skills: Concentration +18, Listen +18, Knowledge (Planes: Carceri) +6, Spellcraft +13, Spot +18, Wilderness Lore (Carceri) +18
Feats: Multiattack, Combat Casting, Alertness
 
Environment: Carceri
Organization: Solitary
Challenge Rating: 11
Treasure: Nil
Alignment: Chaotic Evil
Advancement: 12-15 HD (Medium)
Level Adjustment: 0
The farastu are tall, slender humanoids with long arms covered in tightly knotted cords of muscle. Their heads are egg shaped an elongated. The most prominant feature of a frastu's head would have to be it's huge maw filled with sharp teet. Their skin is a pale grey. CombatFarastu attack any nongehreleth they encounter and often fight to the death. Although farastu are proficient in all simple and martial weapons and have spell like abilities, they prefer to attack with their claws and fangs. Adhesive (Ex): Farastu secrete a black, tar like substance that is slightly adhesive. There is a 5% chance that anything that touches the farastu sticks. If a farastu sticks to an opponent, the opponent may take an attack of opportunity. If the opponent sticks to the farastu, the opponent is considered prone and looses his initiative, acting last in combat. If a weapon sticks to the farastu, there is a 25% chance that it the weapon is jerked from the wielders hands. Freeing a weapon is a move equivalent action.Battle Frenzy (Ex): Farastu enter frenzy after six rounds of combat giving them a +2 moral bonus to all attack rolls.Spell Like Abilities: Detect Good, Detect Magic, Dispell Magic (twice per day); Detect Thoughts, Fear, Fog Cloud (3 times per day); Invisibility, See Invisible, Tongues, and Weakness (opposite of Bulls Strength) (3 times per day)Summon Farastu (Su): A farastu may summon 1-2 Additional farastu once/day with 40% chance of success.Immunities (Ex): Farastu are immune to both acid and poison.Resistances (Ex): Farastu have cold and fire resistance 15.Habitat/SocietyGehreleths are the “summoning stock” of the Lower Planes, as a result wizards and priests often get one when performing an evil summoning. Gehreleths are dangerous to summoners as they never forget. Farastu in particular enjoy disobeying the summoner. For more information, see Plane Scape Monstrous Compendium I (pg. 42-45).0EcologyGehreleths are spawned from the decaying bodies of beings who traveled to the Lower Planes and died there. They produce nothing of value and serve no purpose to anything around them. For more information, see Plane Scape Monstrous Compendium I (pg. 42-45).
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