Ran-to (Level 20)
Level 20Attacks
Abilities
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.
Requirements Ran-to is grabbing a creature
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.
(7d4+5) bludgeoning damage, DC 43 fortitude save The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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.
Requirements Ran-to has a creature Grabbed and the creature is airborne
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.
Ran-to can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than him.
Requirements Ran-to has a creature Grabbed
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 43 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.
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.