Farastu
Medium-size Outsider (Evil, Chaotic) | |
Hit Dice: | 11d8+14 (64 hp) |
Initiative: | +4 (Improved Initiative) |
Speed: | 40 ft., fly 80 ft. (average) |
Armor Class: | 21 (+11 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 claws +19 melee; bite +17 melee, or by weapon +18/+13/+8 |
Space/Reach: | 5 dt. By 5 ft./5 ft. |
Special Attacks: | Rage, spell-like abilities |
Special Qualities: | Adhesive skin, damage reduction 10/+1, darkvision, immunities, resistances, SR 21, summon gehreleth |
Saves: | Fort +8, Ref +7, Will +7 |
Abilities: | Str 24, Dex 11, Con 13, Int 10, Wis 11, Cha 10 |
Skills: | Balance +11, Bluff +11, Climb +18, Hide +11, Intimidate +11, Listen +11, Move Silently +11, Spot +11 |
Feats: | Improved Initiative, Weapon Focus (claw), Toughness |
Environment: | Any land or underground |
Organization: | Solitary |
Challenge Rating: | 10 |
Treasure: | None |
Alignment: | Chaotic Evil |
Advancement: | 12-17 HD (Medium); 18-33 HD (Large) |
Level Adjustment: | 0 |
Rage (Ex): When a farastu is reduced to half of its original hit points or less, it flies into a berserk rage. During this rage, the farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus to Will saves, and a –2 penalty to AC. This rage lasts for 8 rounds, or until the farastu is killed, whichever comes first.
Adhesive Skin (Ex): Farastu secrete a black, tar-like substance that is slightly adhesive (5% chance that anything it touches sticks).
- If an attacking farastu sticks to an opponent, the opponent gains an additional attack of opportunity instantly.
- If an attacking opponent sticks to the farastu, the farastu gains a +4 bonus to hit, and the opponent loses initiative.
- If a weapon sticks to the farastu, there is a 25% chance that it is jerked from the attacker's grip. It takes one full round to pull away a stuck weapon.
Darkvision (Ex): Farastu have darkvision with a range of 120 feet.
Immunities (Ex): Farastu are immune to acid and poison, as well as all illusion and fear spells, or spell-like effects.
Resistances (Ex): Farastu have fire/cold resistance 20
Spell-like Abilities (Sp): At will — detect good, detect magic, detect thoughts, fear, invisibility, see invisibility, unholy blight, and tongues. 3 times per day — fog cloud, and weaken (a reverse form of bull’s strength). 2 times per day — dispel magic. All are cast as a sorcerer of 11th-level (save DC 10 + spell level).
Summon Gehreleth (Sp): Once per day, a farastu may attempt to summon 1-2 additional farastu with a 40% chance of success.Habitat/SocietyThere are few societies on the lower planes than that of the gehreleths. Althogh they fight intruders without mercy, they have never been known to attack one another.
The gehreleths are the 'summoning stock' of the lower planes, if a wizard attempts to summon a fiend, he will most likely get a gehreleth of some description, which isn't all that good, as gehreleths avenge any tasks they are forced to complete.
Depsite their obviously chaotic nature, the gehreleths observe a rather rigid caste system based solely on raw power.0EcologyThe gehreleths are created from the freshly decomposing bodes of beings that have journeyed to the lower planes and been written into the dead book. Some nameless evil power (could this be the legendary Apomps?) gives them life and motivates them towards destruction.
Each rank of the gehreleths normally consists of 33,333 members. Though whenever the Blood War rages across Carceri the gehreleths somehow manage to cleanly double their numbers - presumably to protect thmeselves from both sides.