Reskitt Gentlemane

Mark Chance

Boingy! Boingy!
Inspired by way too many comic books and Monte Cook's When the Sky Falls: Resskitt Gentlemane, pseudonatural centaur adept and defender of his wilderness homeland. If you like Resskitt, check out Death-Who-Hops.

Background: Resskitt Gentlemane, a centaur adept, was part of a hunting party in a remote wilderness region that had the misfortune of being struck by a strange, glowing rock that fell from the depths of space. Except for Resskitt, the entire hunting party was slain either by the unfathomable shockwave from the meteor's impact or else perished in the wildfire set off by the supremely hot mass of rock and iron.

Resskitt did not, however, emerge from the ordeal untouched. Eldritch energies for the farthest, most alien reaches of space infused his body and wreaked terrible magical changes. Resskitt is now an amazingly powerful, pseudonatural creature. Since his transformation, Resskitt has become not only the champion for his particular tribe, but is also the guardian of the entire region.

To aid him this new role, the various tribes under Resskitt's protection have gifted him with several powerful magic items. Resskitt now spends most of his time on the move, patrolling his territory, seeking out and destroying threats to those under his care.

Resskit Gentlemane, pseudonatural male centaur Adp2: CR 20; Large Outsider; HD 4d8+28 plus 2d6+14; hp 86; Init +7 (Dex); Spd 100 ft.; AC 55 (-1 size, +7 Dex, +35 natural, +4 armor), touch 16, flat-footed 48; Atks +36 melee (1d10+16, +1 disruption greatclub) and +31 melee (1d6+7, 2 hooves [in centaur form]) or +30 melee (2d8+7, 2 tentacle rakes [in pseudonatural form]), or +28 ranged (1d8+5/crit x3, +1 holy mighty [Str 18] composite longbow); Face 5 ft. by 10 ft.; SA spells, constant insight, improved grab, rotting constriction, spell-like abilities; SQ evasion (from ring of evasion, electricity and acid resistance 20, DR 25/+6, SR 30, alternate form; SV Fort +8, Ref +11, Will +13; Str 40, Dex 24, Con 25, Int 10, Wis 23, Cha 11; AL NG.
Skills: Heal +11, Hide +7, Listen +10, Move Silently +9, Spot +10, Wilderness Lore +11.
Feats: Track, Weapon Focus (hoof).
Spells per Day (3/3; save DC 17 + spell level): 0 - cure minor wounds, detect magic, guidance; 1st - cure light wounds, detect evil, obscuring mist.
SA - Constant Insight (Su): Resskit makes all attacks with +15 insight bonus (already included in stat block above). Not affected by miss chance against a concealed target.
SA - Improved Grab (Ex): If Resskit hits an opponent smaller than him with a tentacle, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
SA - Rotting Constriction (Ex): With a successful grapple check after grabbing a foe, Resskit permanently drains 2d4 points of Constitution, and he also regains 10 lost hit points.
SA- Spell-Like Abilities: At will - blur, dimension door, shield, and unhallow as a 20th level caster.
SQ - Alternate Form (Su): At will, Resskitt can take the form of a grotesque tentacled mass with his normal humanoid torso. Changing shape is a standard action. Creatures suffer a -1 morale penalty on attack rolls against Resskitt while he is in his pseudonatural form. In pseudonatural form, Resskitt loses his hoof attacks but makes two tentacle attacks instead.
Possessions: +1 disruption greatclub, +1 holy mighty [Str 18] composite longbow, lion's shield, 2 potions of cure serious wounds, potion of fly, potion of haste, ring of evasion, horn of good/evil, quiver with 20 arrows.
 
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