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Ran-To (Level 20)

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 50
Unspecific Lore: DC 48
Specific Lore: DC 45

Elite | Normal | Weak
Proficiency without Level

Ran-To (Level 20)Creature 20

Legacy Content

Unique LE Medium Goblin Humanoid 
Source Pathfinder #168: King of the Mountain pg. 54
Male frost goblin wrestler
Perception +13; darkvision
Languages Common, Goblin, Tien, Ysoki
Skills Acrobatics +12, Athletics +21, Intimidation +14, Survival +12, Warfare Lore +12
Str +7, Dex +4, Con +5, Int +2, Wis +3, Cha +1
Items +3 greater resilient studded leather armor, +3 major striking halfling sling staff (20 bullets and 5 greater explosive bullets), +3 major striking gauntlet
AC 24; Fort +16, Ref +13, Will +10; +3 status to all saves vs. evocation
HP 460
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, fly 60 feet
Melee [one-action] gauntlet +20 [+16/+12] (agile, free-hand, magical), Damage 4d4+21 bludgeoning plus Improved GrabBody 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 23 basic Fortitude save) and is knocked prone. The creature is no longer grabbed.Constrict [one-action] 7d4+5 bludgeoning, DC 23Major 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, regardless of their size.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 23 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.