Ran-to (Level 16)Creature 16
Source Pathfinder #167: Ready? Fight!
Perception +23 (darkvision)
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +26, Athletics +35, Intimidation +26, Survival +25, Lore +21
Str +7, Dex +4, Con +6, Int -1, Wis +1, Cha +2
AC 38; Fort +30; Reflex +26; Will +23;
HP 380
Speed 25 feet
Gauntlet +33 (+29, +25) to hit (agile, free hand, magical) 3d4+17 Bludgeoning
Halfling Sling Staff +30 (+25, +20) to hit (magical, propulsive, range increment 80, reload 1) 3d10+11 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 OpportunityWhen 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 SlamRequirements Ran-to has a creature Grabbed or Restrained
Effect Ran-to throws his foe to the ground. The grabbed creature takes 10d6 bludgeoning damage (DC 37 basic fortitude save) and is knocked Prone. The grab ends.
Greater Leaping CatchRan-to bounds up and attempts to Grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 75 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 half 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. Ran-to takes no falling damage when using this ability, but the grabbed creature takes the appropriate amount of falling damage as if they had fallen the distance moved.
Titan WrestlerRan-to can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than him.
Whirlwind TossFrequency 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 12d6 bludgeoning damage, and falls Prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 37 basic reflex save).
Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 8d6 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.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Traits
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.
GoblinA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.