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Ran-to

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Recall Knowledge - Humanoid (Society): DC 42

Elite | Normal | Weak

Ran-toCreature 14

UniqueLESmallGoblinHumanoid
Source Pathfinder #166: Despair on Danger Island pg. 64
Male frost goblin wrestler
Perception +20; darkvision
Languages Common, Goblin, Tien, Ysoki
Skills Acrobatics +24, Athletics +30, Intimidation +24, Survival +23, Wrestling Lore +19
Str +6, Dex +4, Con +6, Int -1, Wis +1, Cha +2
Items +1 resilient studded leather armor, +2 greater striking halfling sling staff (20 bullets), +2 greater striking gauntlet
AC 35; Fort +28, Ref +24, Will +21
HP 330
Attack of Opportunity ReactionReaction 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.
Speed 20 feet
Melee Single ActionSingle Action gauntlet +30 [+26/+22] (agile, free-hand, magical), Damage 3d4+14 bludgeoningRanged Single ActionSingle Action halfling sling staff +28 [+23/+18] (magical, propulsive, range increment 80 feet, reload 1), Damage 3d10+10 bludgeoningBody Slam Single ActionSingle 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 ActionsTwo 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 ActionsThree Actions Frequency once per round; Requirements Ran-to has a creature grabbed; 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 grapple 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 grapple ends. The grabbed creature falls prone. Critical Failure Ran-to loses hold of his foe and the grapple ends.