Ran-to (Level 14)
Creature 14 (unique) — goblin, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDgoblin
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +20; darkvision
Languages goblin, taldane, 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 Halfling Sling Staff, Gauntlet, Studded Leather Armor
AC 35
Fort +28
Ref +24
Will +21
HP 330
Speed 20 feet
Offense
Melee Gauntlet (agile, free-hand, magical) +30, Damage 3d4+14 bludgeoning
Ranged Halfling Sling Staff (magical, propulsive, reload-1) +28, range increment 80 feet, Damage 3d10+10 bludgeoning
Abilities
Attack of Opportunity (Special) — 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.
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 —
Leaping Catch — 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 — 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 grab 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 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 grab ends. The grabbed creature falls prone.
Critical Failure Ran-to loses hold of his foe, causing the grapple to end.
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 grab 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 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 grab ends. The grabbed creature falls prone.
Critical Failure Ran-to loses hold of his foe, causing the grapple to end.
WORKS WELL WITH
ShadeLANDShade debuffs Reflex saves, making Whirlwind Toss and Body Slam more dangerous.
WeaverLANDWeaver's area control channels enemies into the Anvil's reach for Attack of Opportunity and Grapple.
PUNISHES
✖ movement✖ kiting✖ clumping✖ size-reliance
Slow base speed compounds with another slow Anvil, creating a static formation vulnerable to kiting.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ran-to (Level 14) in the encounter builder — free, no install.
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