Ran-to (Level 20)

Level 20
Creature· evilUniqueMediumLegacy
AC
44
HP
460
Speed
25 ft.
Perception
+33
Fort
+36
Ref
+33
Will
+30
Languages goblin, taldane, tien, ysoki
Senses darkvision
Skills athletics +41, intimidation +34, acrobatics +32, survival +32
Other Speeds fly 60 ft.
Recall Knowledge DC 50 (society)

Attacks

Melee Gauntlet +40 (agile, free-hand, magical), Damage 4d4+21 bludgeoning

Abilities

+3 status to all saves vs. evocation
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.


Body Slam

Requirements Ran-to is grabbing a creature


Effect Ran-to throws his foe against the ground. The grabbed creature takes 12d6 bludgeoning damage (DC 43 fortitude save) and is knocked Prone. The creature is no longer grabbed.

Constrict

(7d4+5)[bludgeoning] damage, DC 43 fortitude save


Major Leaping Catch◆◆

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. R

Plummeting Fall

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 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 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 blud

Improved Grab