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Ran-to (Level 14)Creature 14


UniqueLESmallGoblinHumanoid
Source Pathfinder #166: Despair on Danger Island
Perception +20 (darkvision)
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +24, Athletics +30, Intimidation +24, Survival +23, Lore +19
Str +6, Dex +4, Con +6, Int -1, Wis +1, Cha +2

AC 35; Fort +28; Reflex +24; Will +21;
HP 330
Speed 20 feet

Gauntlet One Action +30 (+26, +22) to hit (agile, free hand, magical) 3d4+14 Bludgeoning
Halfling Sling Staff One Action +28 (+23, +18) to hit (magical, propulsive, range increment 80, reload 1) 3d10+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Attack of Opportunity Reaction

When a creature triggers Ran-to's Attack of Opportunity, he can attempt an Athletics check to Grapple the triggering creature instead of making a melee Strike. He can still disrupt a triggering manipulate action if he critically succeeds his attempt.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Body Slam One Action

Requirements Ran-to has a creature grabbed.


Effect Ran-to throws his foe against the ground. The grabbed creature takes 8d6 bludgeoning damage and is knocked Prone. The grapple ends.

Leaping Catch Two Actions

Ran-to makes a mighty leap and attempts to Grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 40 feet. He must succeed at an Athletics check to perform the leap as usual, but regardless of the type of leap, the DC is equal to the number of feet he moves in the air. Ran-to can attempt an Athletics check to Grapple at any point during the jump. Immediately after the attempt, he (and the creature, if the Grapple was successful) falls to the ground. Neither creature takes damage from this fall.

Titan Wrestler

Ran-to can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than him.

Whirlwind Toss Three Actions

Frequency once per round

Requirements Ran-to has a creature grabbed or restrained


Effect Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an Athletics check against the grabbed creature's Fortitude DC.


Critical Success Ran-to tosses his foe a great distance. The grab ends. The grabbed creature is thrown into a space within 10 feet, takes 10d6 bludgeoning damage, and falls Prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 34 basic reflex save).

Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 6d6 bludgeoning damage.

Failure Ran-to tosses his foe aside. The grab ends. The grabbed creature falls prone.

Critical Failure Ran-to loses hold of his foe, causing the grapple to end.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Goblin

A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.