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Ran-to (Level 16)

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 45
Unspecific Lore: DC 43
Specific Lore: DC 40

Elite | Normal | Weak
Proficiency without Level

Ran-to (Level 16)Creature 16

Legacy Content

Unique LE Small Goblin Humanoid 
Source Pathfinder #167: Ready? Fight! pg. 37
Male frost goblin grappler
Perception +7; darkvision
Languages Common, Goblin, Tien, Ysoki
Skills Acrobatics +10, Athletics +19, Intimidation +10, Survival +9, Wrestling Lore +5
Str +7, Dex +4, Con +6, Int -1, Wis +1, Cha +2
Items +2 greater striking halfling sling staff (20 bullets and 5 greater explosive bullets), +2 resilient studded leather armor, +2 greater striking gauntlet
AC 22; Fort +14, Ref +10, Will +7
HP 380
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 at his attempt.
Speed 25 feet
Melee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 3d4+17 bludgeoning plus Improved GrabRanged [one-action] halfling sling staff +14 [+9/+4] (propulsive, range increment 80 feet, reload 1), Damage 3d10+11 bludgeoningBody Slam [one-action] Requirements 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 21 basic Fortitude save) and is knocked prone. The grab ends.Greater Leaping Catch [two-actions] Ran-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 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 12d6 bludgeoning damage, and falls prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 21 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.