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Ran-to (Level 16)

Creature 16 (unique) — goblin, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDgoblinhumanoid

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +23; darkvision
Languages goblin, taldane, tien, ysoki
Skills acrobatics +26, athletics +35, intimidation +26, survival +25, Wrestling Lore +21
Str
+7
Dex
+4
Con
+6
Int
-1
Wis
+1
Cha
+2
Items Gauntlet, Halfling Sling Staff, Studded Leather Armor
AC 38 Fort +30 Ref +26 Will +23
HP 380
Speed 25 feet

Offense

Melee Gauntlet (agile, free-hand, magical) +33, Damage 3d4+17 bludgeoning plus Improved Grab
Ranged Halfling Sling Staff (magical, propulsive, reload-1) +30, range increment 80 feet, Damage 3d10+11 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.
Body Slam
Greater Leaping Catch — 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 TossFrequency 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 37 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.
Improved Grab

WORKS WELL WITH

SniperLANDSniper fires unimpeded while the Anvil locks down a single threat with grapple and Titan Wrestler.
WeaverLANDWeaver controls approaching reinforcements while the Anvil isolates a single target through grapple-and-toss cycling.

PUNISHES

✖ clumping✖ standing still✖ mobility
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #167: Ready? Fight!.

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