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Ran-to (Level 20)Creature 20


UniqueLEMediumGoblinHumanoid
Source Pathfinder #168: King of the Mountain
Perception +33 (darkvision)
Languages Goblin, Taldane, Tien, Ysoki
Skills Acrobatics +32, Athletics +41, Intimidation +34, Survival +32, Lore +32
Str +7, Dex +4, Con +5, Int +2, Wis +3, Cha +1

AC 44; Fort +36; Reflex +33; Will +30; +3 status to all saves vs. evocation
HP 460
Speed 25 feet (fly 60 feet)

Gauntlet One Action +40 (+36, +32) to hit (agile, free hand, magical) 4d4+21 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.

+3 status to all saves vs. evocationAttack 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 is grabbing a creature


Effect Ran-to throws his foe against the ground. The grabbed creature takes 12d6 bludgeoning damage (DC 43 basic fortitude save) and is knocked Prone. The creature is no longer grabbed.

Constrict One Action

7d4+5 bludgeoning damage, DC 43 basic fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Major Leaping Catch Two Actions

Ran-to leaps from the ground and attempts to grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 100 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 it had fallen the distance moved. Ran-to can spend three actions to use this ability instead of two; if he does, he can use Plummeting Fall to add 12d6 bludgeoning damage to the falling damage dealt to the grabbed creature, and the creature is knocked Prone.

Plummeting Fall One Action

(certain kill)

Frequency once per round

Requirements Ran-to has a creature grabbed and the creature is airborne


Effect Ran-to spins and increases the force of gravity, sending him and the creature to the ground. The target takes 12d6 bludgeoning damage from the fall and is knocked Prone; Ran-to is unharmed.

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


Effect Ran-to spins the creature he's holding, smashing it against any creatures within his reach, then throws the creature aside. Ran-to attempts an Athletics check against the grabbed creature's Fortitude DC. Regardless of the result, the creature is no longer grabbed after this activity.


Critical Success Ran-to tosses his foe mightily. The grabbed creature is thrown into a space within 20 feet, takes 16d6 bludgeoning damage, and falls Prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 43 basic reflex save).

Success As critical success, except the grabbed creature is thrown into a space within 10 feet, and creatures take 12d6 bludgeoning damage.

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

Critical Failure Ran-to loses hold of his foe.

Improved Grab Free Action

The 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

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.