Monstrous Feats

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The document discusses a book of monster feats that enhance monsters' abilities against adventurers.

The document discusses a book containing 48 monster feats that allow monsters to enhance their abilities and use them more effectively in combat.

The feats allow monsters to enhance abilities like energy drain, spellcasting, movement, and defenses.

M o n st r o u s F e at s

Written By: Ewan Conradie About this Book


Monsters are the principal challenge PCs face in their
Artwork: Anthony Cournoyer adventuring careers. Whether they are the monsters populating
a dangerous dungeon, encountered in the wild wilderness, or
Layout: David Jarvis the mastermind villains behind nefarious schemes, monsters
are the staple of any fantasy game. Monsters possess a wide
Copyright Information: This PDF utilizes and expands range of eclectic and extraordinary abilities, from the feared
on Open Gaming Content found in the System Reference vampiric energy drain, to the weakening touch of the shadow.
Document. Reality Deviant Publications and Monstrous Feats In the pages of this product you will find 48 feats that enhance
are product identity of Reality Deviant Publications. these fearsome abilities of monsters, allowing them to enhance
their abilities and use them more effectively against the PCs in
Declaration of Open Gaming Content: All game mechanics any DM’s campaign.
in this PDF are open game content.
The feats in this book allow you to create wild vampires that not
only drain your energy but also drain your spells and use them
against you, great trampling beasts that can scatter opponents
Table of Contents that stand in their path in all directions, and creatures that
Absorbing Power [General] ..................................................... 6 have evolved powerful defences against the powerful turning
Absorbing Spell Drain [General] .............................................6 power of clerics. With these feats, each creature has honed
its traditional abilities into devastating attacks and powerful
Agile Trample [General] ........................................................... 6 defences. Your monsters won’t be the same again!
Awesome Trample [General] ................................................... 6
Cursed Drain [General] ............................................................7
Protective Drain [General] .........................................................10
Deadly Destruction [General] ...................................................7
Quick Recovery [General] ......................................................... 10
Deadly Spawn [General] ...........................................................7
Quick Spawn [General]..............................................................10
Draining Conduit [General] ...................................................... 7
Raging Recovery [General] ....................................................... 10
Draining Touch [General] .........................................................7
Reflect Turning [General] ...........................................................10
Elemental Affinity [General].....................................................7
Resilient Summon [General].......................................................10
Fierce Grappler [General] .........................................................8
Spell Battle [General] 10
Greater Spell Immunity [General] ............................................8
Spell Burst [General] ..................................................................11
Harness Vibrations [General] ....................................................8
Spell Drain [General] .................................................................11
Healing Circle [General] ...........................................................8
Spell Healing [General] ............................................................. 11
Healing Drain [General] ...........................................................8
Spell Immunity [General] .......................................................... 11
Improved Ability Damage [General] ...................................... 8
Sphere of Influence [General] ....................................................11
Improved Energy Drain [General] 8
Sphere of Resistance [General] ................................................. 11
Improved Turn Resilience [General] ........................................8
Strong Gut [General] .................................................................11
Insightful Drain [General].........................................................9
Strong Spirit [General]............................................................... 11
Instantaneous Healing [General]...............................................9
Stunning Pounce [General] ........................................................11
Leader of the Pack [General] 9
Summon the Great [General] .....................................................12
Lingering Power [General] ....................................................... 9
Telepathic Spell [General] .........................................................12
Manifest Protection [General]................................................... 9
Tough Grappler [General] ..........................................................12
Obscuring Cloud [General] .......................................................9
Turn Resilience [General] .........................................................12
Penetrating Gaze [General] ....................................................... 9
Versatile Ability Damage [General] ...........................................12
Penetrating Touch [General] .....................................................9
Powerful Drain [General] ........................................................ 10

2
Table 1: Monstrous Feats
Feat Prerequisite Benefit
Spell resistance Special quality, The creature can harness the failed spell energy
Absorbing Power [General] targeted against it to fuel its own magical
Spell Immunity, Greater Spell Immunity
powers.

Energy drain special attack, Improved This creature can use the power of the spell it has
Absorbing Spell Drain [General] drained to cast it at its enemies.
Energy Drain, Spell Drain

Agile Trample [General] Trample special attack -8 penalty to attack creature with this feat when
using trample special attack.

Reflex save (DC equal to the trampling DC) or


Awesome Trample [General] Str 25, Trample special attack, size Large be knocked 10 ft. plus 10 ft. per size category the
or larger trampling creature is larger than Large into the
air in a random direction and fall prone.

When a creature attempts to restore the ability


Special attack that causes ability drain, score drain dealt by one of this creature’s attacks,
Cursed Drain [General] Powerful Drain it must succeed at a Will Save or otherwise the
attempt fails.

If this creature is destroyed rather than turned


Turn resistance special quality during any turning attempt, it explodes in a
Deadly Destruction [General] burst of negative energy that deals 1d6 points of
negative energy damage to each creature within
10 ft

A creature that gets created through this creature’s


Deadly Spawn [General] Create spawn special attack create spawn special attack gains a bonus of +4
to its Strength and Dexterity scores.

Fortitude save or take 1 point of ability drain or


Draining Conduit [General] Special attack that deals ability score loss, ability damage depending on the creature’s type
Improved Ability Damage of special attack.

Draining Touch [General] Special attack that deals ability damage, Special attack deals ability drain instead of
Improved Ability Damage ability damage.

Elemental Affinity [General] Resistance or immunity to a particular Creature has a special affinity to a particular
elemental energy elemental energy and benefits from its effects.

Improved grab special quality, Tough Creature only takes a -10 penalty on grapple
Fierce Grappler [General]
Grappler checks and is not considered to be grappling.

Greater Spell Immunity [General] Spell resistance special quality, Spell Effect applies to spells of 8th level or lower.
Immunity
Creature caught within a 50 ft. radius of the
Harness Vibrations [General] Tremorsense special quality creature must succeed at a Reflex Save or fall
prone.

Healing Circle [General] Fast healing or regeneration special Creature can grant all fast healing to allies within
quality a 10 ft. radius

Creature gains twice the amount of temporary hit


Healing Drain [General] Energy drain special attack points (10 hit points) from each level drained.

3
Improved Ability Damage [General] Special attack that causes ability score The ability damage or drain dealt by a special
loss. attack increases in damage by one step.

The creature gains the ability to drain one


Improved Energy Drain [General] Energy drain special attack. additional level from a creature affected by its
energy drain attack.

Improved Turn Resilience [General] Turn resistance special quality Turn resistance improves by +2.

Insightful Drain [General] Energy drain special attack +2 insight bonus on attack and damage.

A creature can instantly heal itself for a number


Instantaneous Healing [General] Regeneration or fast healing special of hit points equal to its regeneration or fast
quality. healing multiplied by half its hit dice.

Percentage chance to summon a creature using


a spell-like ability is increased by 20% for each
Leader of the Pack [General] Spell-like ability to summon creatures. creature that the possessor of this feat is capable
of summoning

Lingering Power [General] Obscuring Cloud, turn resistance special This creature can infuse its obscuring cloud with
quality powerful negative energy.

Creature can subtract 10% from the miss chance


Manifest Protection [General] Incorporeal special quality or incorporeal against corporeal sources it normally has as a
subtype result of being incorporeal, and add +1 to its
armor class as a deflection bonus.

Whenever the creature is turned, it immediately


Obscuring Cloud [General] Turn resistance special quality
creates a dark and obscuring cloud that fills a 20-
foot cube.

Penetrating Gaze [General] Gaze special attack 25% chance of avoiding having to make a saving
throw against the gaze attack instead of 50%.

Incorporeal special quality or incorporeal Creature’s attacks can ignore deflection bonuses,
Penetrating Touch [General] subtype, Manifest Protection, Strong force effects (such as mage armor or bracers of
Spirit armor), and even ghost touch armor.

Each time a draining creature drains an ability


score it gains additional temporary hit points
Powerful Drain [General] Special attack that causes ability drain.
equal to half the number of ability points drained
(rounded down).

Protective Drain [General] Energy drain special attack The creature gains a +2 insight bonus on its next
check per level that it successfully drained.

Quick Recovery [General] Turn resistance special quality When creature is turned, it only attempts to flee
for half the time (5 rounds) it normally would.

Creatures that rise as per the create spawn ability


Quick Spawn [General] Create spawn special attack, Deadly do so within 1 round following the round in
Spawn which they were completely ability score drained
or damaged.

4
The creature gains a +4 enhancement bonus to
Raging Recovery [General] Quick Recovery, Turn resistance special its Strength score, a +2 enhancement bonus to
quality Will saves but takes a -2 penalty to AC.

Whenever a turning attempt against this creature


Improved Turn Resilience, Turn resistance fails, it unleashes a wave of negative energy at
Reflect Turning [General]
special quality the creature that attempted to turn it.

When using a spell-like ability to summon


Resilient Summon [General] Spell-like ability to summon creatures creatures, the spell level is considered 2 higher
for the purposes of dispelling the summoner’s
creatures.

Whenever a spell fails to affect this creature as


a result of spell resistance, the creature gains
Spell Battle [General] Spell resistance special quality a bonus to attack and damage rolls equal to
half the level of the spell that failed to affect it
(minimum 1).

Creature unleashes a powerful burst of magical


Spell Burst [General] Spell resistance special quality energy whenever a spells fails to penetrate its
spell resistance
Whenever this creature succeeds at an energy
Spell Drain [General] Improved Energy Drain, Energy drain drain attack, it can choose to drain spells from
special attack its victim.

This creature instantly heals itself a number of


Spell Healing [General] Spell resistance special quality hit points equal to twice the level of a spell that
fails to affect it as a result of spell resistance.

Whenever a spell of 4th level or lower fails to


affect the creature as a result of spell resistance,
Spell Immunity [General] Spell resistance special quality the creature gains immediate immunity (c.f.
Spell Immunity spell) to that spell for a duration
of one minute.

Any undead creature allied to this creature gains


Sphere of Influence [General] Turn resistance special quality turn resistance equal to half (minimum 1) the
turn resistance of the creature with this feat.

Creature can choose to grant each creature within


Spell resistance special quality, Spell
Sphere of Resistance [General] a 10 ft. radius of it spell resistance equal to half
Immunity
its own spell resistance (minimum 1)

Creature’s gut has 50% more hit points than


Strong Gut [General] Swallow whole special attack normal, and the creature’s natural armor bonus is
considered 10 higher than normal

The miss chance against this creature from a


corporeal source increases to 70%. Ghost touch
Strong Spirit [General] Incorporeal special quality or incorporeal weapons that normally negate this miss chance
subtype still have a 20% miss chance against creatures
with this feat.

5
When this creature charges and uses its pounce
special attack to make a full-attack at the end of
Stunning Pounce [General] Pounce special attack a charge, the creature so attacked must succeed
at a Fortitude save or become stunned for one
round.

Summon the Great [General] Spell-like ability to summon creatures, Creatures that this creature summons gain the
Resilient Summon benefit of the Augment Summoning feat.

When this creature casts a targeted spell or uses a


spell-like ability that targets creatures, it can cast
Telepathic Spell [General] Telepathy special quality such a spell or use such a spell without verbal
components, casting the spell directly into the
creature’s mind.

This creature can use its improved grab special


Tough Grappler [General] Improved grab special quality
quality on creatures of its size and smaller.

Turn Resilience [General] N/A The creature gains +2 turn resistance and the
turn resistance special quality.

Choose an ability score other than the one that the


creature’s special attack normally causes ability
Versatile Ability Damage [General] Special attack that causes ability score score loss to. Whenever the creature causes
loss. ability score loss, it can choose to deal ability
score loss to this chosen ability score instead.

Prerequisites: Energy drain special attack, Improved Energy

Feats
Drain, Spell Drain

Benefit: Whenever a creature drains a spell or spells from its


victim via the Spell Drain feat, it absorbs the spell or spells and
can cast them as if it has the spell on its class list and had prepared
Absorbing Power [General] it. The creature uses it’s Charisma modifier to determine spell DC,
although it can cast the spell whether its Charisma score is high
The creature can harness the failed spell energy targeted against it enough or not for a spell of the required level.
to fuel its own magical powers.

Prerequisites: Spell resistance special quality, Spell Immunity, Agile Trample [General]
Greater Spell Immunity
This creature is fleet-footed and deceptive in the charge.
Benefit: A creatures can absorb energy from a spell which fails
to penetrate its spell resistance and use it to cast spells of its own. Prerequisites: Trample special attack
The creature can use the absorbed energy to cast any spell it has
prepared or knows without expending the spell slot or the prepared Benefit: When attempting an attack of opportunity against a
spell. The spell cast from the absorbed energy must be of equivalent creature with this feat using its trample special attack, the penalty
level or lower to the spell absorbed in this manner. The creature on the attack roll is -8.
must use the absorbed energy within 1 minute of absorbing the Normal: Creatures subject to a trample attack can opt to make an
spell, and multiple effects of this kind overlap and do not stack. attack of opportunity at a penalty of -4.

Absorbing Spell Drain [General] Awesome Trample [General]


This creature can use the power of the spell it has drained to cast This creature is exceptionally strong when trampling and can send
it at its enemies. trampled creatures flying through the air in all directions.

6
Prerequisites: Str 25, Trample special attack, size Large or larger
Draining Conduit [General]
Benefit: Any creature that takes damage from this creature’s
trample attack must succeed at an additional Reflex save (DC The creature’s entire body becomes a conduit to its special attack
equal to the trampling DC) or be knocked 10 ft. plus 10 ft. per that deals ability damage or ability drain.
size category the trampling creature is larger than Large into the Prerequisites: Special attack that deals ability score loss, Improved
air in a random direction and fall prone. If an obstacle prevents the Ability Damage
opponent’s movement through the air, it and the obstacle take 1d6
points of damage per 10 ft. the creature knocked into the air before Benefit: This creature’s entire body becomes alive with the power
encountering the obstacle, and the opponent falls prone beside the of its draining or damaging special attack. Any creature that
obstacle. succeeds at a melee attack against it must succeed at a Fortitude
save or take 1 point of ability drain or ability damage depending on
Cursed Drain [General] the creature’s type of special attack. The ability damage sustained
is to the same ability score that the creature normally drains or
The ability score drain caused by this creature is very difficult to damages. The save DC is equal to 10 + ½ creature’s HD + the
remove. creature’s ability score modifier on which the ability score loss is
based.
Prerequisites: Special attack that causes ability drain, Powerful
Drain
Draining Touch [General]
Benefit: When a creature attempts to restore the ability score drain
dealt by one of this creature’s attacks, it must succeed at a Will The creature’s special attack has the ability to cause more
Save or otherwise the attempt fails. The save DC is equal to 10 + permanent damage.
½ the creature’s HD + the creature’s ability modifier that sets the Prerequisites: Special attack that deals ability damage, Improved
ability drain initial DC. Ability Damage

Benefit: The creature’s special attack deals ability drain instead of


Deadly Destruction [General] ability damage. Otherwise the creature’s special attack functions
This creature explodes in a burst of negative energy if it is destroyed like it normally would.
through turning.

Prerequisites: Turn resistance special quality Elemental Affinity [General]


Benefit: If this creature is destroyed rather than turned during any This creature has a special affinity to a particular elemental energy,
turning attempt, it explodes in a burst of negative energy that deals allowing it to benefit from its effects.
1d6 points of negative energy damage to each creature within 10 Prerequisites: Resistance or immunity to a particular elemental
ft. Creatures caught in the area of effect can attempt a Reflex save energy.
to avoid any damage. The save DC is equal to 10 + ½ the creature’s
HD + the creature’s Charisma modifier. Undead creatures caught Benefit: Choose an elemental energy to which the creature has
in the area of effect heal 1d6 points of damage and can choose to resistance or immunity to. Whenever an elemental energy attack’s
be affected by the effect. damage is completely negated as a result of the creature’s resistance
or immunity to it, the creature can choose to activate one of the
Deadly Spawn [General] following effects as an immediate action:

• Heal 5 hp of damage.
Creatures created through this creature’s create spawn special
attack are stronger than normal. • Create a sheath of elemental energy around it that deals 1d6
points of damage to any creature that attacks it with a natural or
Prerequisites: Create spawn special attack
manufactured weapon. This effect lasts for 1 minute.
Benefit: Any creature that gets created through this creature’s
• Reflect the elemental energy back at the source of the energy,
create spawn special attack gains a bonus of +4 to its Strength and
dealing 2d6 points of elemental energy to the source.
Dexterity scores. The benefits of this feat are applied to a normal
creature of the creature’s kind. Special: This feat can be taken multiple times. Each time it applies
to another one of the four elemental energies – acid, cold, electricity
Normal: Creatures created through the create spawn special attack
and fire – to which the creature has immunity of resistance to.
are otherwise identical to normal creatures of their kind.

7
Benefit: Whenever the creature drains levels with its energy drain
Fierce Grappler [General] attack, it gains twice the amount of temporary hit points (10 hit
points) from each level drained. The temporary hit points disappear
This creature is particularly adept at grappling.
after 1 hour.
Prerequisites: Improved grab special quality, Tough Grappler
Normal: A creature that drains a level with energy drain gains 5
Benefit: This creature is particularly skilled at grappling. When temporary hit points.
conducting a grapple and choosing to only use the part of its body
used in the improved grab to grapple, the creature only takes a -10
penalty on grapple checks and is not considered to be grappling.
Improved Ability Damage
Normal: Creatures conducting a grapple take a -20 penalty on [General]
grapple checks when holding a creature with the part of its body
used in the improved grab. The creature has a more powerful attack that drains or damages
foes quicker.
Greater Spell Immunity Prerequisites: Special attack that causes ability score loss.

Benefit: Choose one of the creature’s special attacks that deal


[General] ability damage or ability drain. The ability damage or drain dealt
by this special attack increases in damage by one step: 1d2, 1d3,
This creature can make itself immune to even the most powerful
1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A special attack that
of spells.
deals 1d10 points of ability damage or drain increases as follows:
Prerequisites: Spell resistance special quality, Spell Immunity 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Benefit: The feat functions like Spell Immunity, except that it Special: This feat can be taken multiple times. Each time it applies
applies to spells of 8th level or lower. to a different special attack that deals ability damage or ability
drain.

Harness Vibrations [General]


Improved Energy Drain
This creature can harness the natural vibrations caused by the
movements of other creatures to create a minor earth tremble.
[General]
Prerequisites: Tremorsense special quality
The creature has the ability to deliver more devastating energy
Benefit: As a standard action this creature can create a resonance drain attacks.
in the earth that causes a minor earth tremble. Creature caught
within a 50 ft. radius of the creature must succeed at a Reflex Save Prerequisites: Energy drain special attack.
or fall prone. The save DC is 10 + ½ creature’s HD + creature’s Benefit: With this feat the creature gains the ability to drain one
Constitution modifier. additional level from a creature affected by its energy drain attack.
The additional level drained is in all respects identical to a normal
Healing Circle [General] level lost through energy drain.

This creature can share its ability to regenerate or heal quickly


with its allies. Improved Turn Resilience
Prerequisites: Fast healing or regeneration special quality [General]
Benefit: As a standard action this creature can grant all fast healing This creature has a greater resistance to being turned.
to allies within a 10 ft. radius equal to the creature’s own ability
(fast healing or regeneration). This effect lasts until the creature’s Prerequisites: Turn resistance special quality
next turn.
Benefit: The creatures turn resistance improves by +2.
Healing Drain [General] Special: This feat can be taken multiple times. The effects of this
feat stack.
This creature can use the power of its draining attack to heal
itself.

Prerequisites: Energy drain special attack

8
Insightful Drain [General] Manifest Protection [General]
This creature can improve its defences by making itself more
This creature can use its energy drain special attack to gain an
substantial.
awareness of its opponent’s next actions.
Prerequisites: Incorporeal special quality or incorporeal subtype
Prerequisites: Energy drain special attack
Benefit: On its turn, this creature can subtract 10% from the miss
Benefit: Whenever this creature successfully uses its energy drain
chance against corporeal sources it normally has as a result of being
attack against an opponent, it gains a +2 insight bonus on attack
incorporeal, and add +1 to its armor class as a deflection bonus
and damage on its next turn against that opponent per level drained
which stacks with an incorporeal creature’s normal deflection
from the victim.
bonus from its Charisma modifier. The creature can subtract 10%
from its miss chance per hit dice it has, granting it an additional
Instantaneous Healing deflection bonus to AC equal to its hit dice. The deflection bonus
to AC lasts until the creature’s next turn. The miss chance cannot
be reduced below 0% when the creature becomes completely
[General] substantial.
This creature can harness its ability to heal with time to heal itself
Normal: An incorporeal creature has a deflection bonus to its AC
instantaneously.
equivalent to its Charisma modifier.
Prerequisites: Regeneration or fast healing special quality

Benefit: As a standard action a creature with this feat can heal itself
Obscuring Cloud [General]
instantaneously by sacrificing its ability to heal with time. A creature This creature can create an obscuring cloud to hide its escape when
can heal itself for a number of hit points equal to its regeneration or turned.
fast healing multiplied by half its hit dice. By taking this benefit,
the creature loses its regeneration and fast healing abilities for a Prerequisites: Turn resistance special quality
number of rounds equal to its hit dice following this healing. A
creature cannot use this ability again until the required number Benefit: Whenever this creature is turned, it immediately creates a
of rounds has elapsed to restore its fast healing or regeneration dark and obscuring cloud that fills a 20-foot cube. Treat this effect
ability. as a fog cloud spell.

Leader of the Pack [General] Penetrating Gaze [General]


Creatures that this creature summons are more likely to come to This creature’s gaze is particularly difficult to avoid.
its aid.
Prerequisites: Gaze special attack
Prerequisites: Spell-like ability to summon creatures
Benefit: Any creature that attempts to avert its eyes or is considered
Benefit: The percentage chance to summon a creature using a to be averting its eyes from a creature with this feat only has a 25%
spell-like ability is increased by 20% for each creature that the chance of avoiding having to make a saving throw against the gaze
possessor of this feat is capable of summoning. attack.

Normal: A creature averting its eyes against a gaze attack normally


Lingering Power [General] has a 50% chance to avoid having to make a saving throw.

This creature can infuse its obscuring cloud with powerful negative
energy. Penetrating Touch [General]
Prerequisites: Obscuring Cloud, turn resistance special quality This creature’s touch is powerful enough to penetrate through
defences that normally block it.
Benefit: Whenever this creature is turned and creates an obscuring
cloud as a result, the cloud is filled with static negative energy. Any Prerequisites: Incorporeal special quality or incorporeal subtype,
creature passing through the cloud within 1 minute of its creation Manifest Protection, Strong Spirit
takes 1d8 points of negative energy damage. Undead passing
Benefit: This creature’s attacks can ignore deflection bonuses,
through the cloud heal a similar amount of damage. The negative
force effects (such as mage armor or bracers of armor), and even
energy effect only affects any creature (living or undead) once.
ghost touch armor. The creature can ignore a number of points of
AC from these sources equal to half its HD in this manner.

Normal: An incorporeal creature’s attacks are still affected by


deflection bonuses, force effects, and ghost touch armor.

9
Powerful Drain [General] Raging Recovery [General]
The creature has a powerful draining touch attack that makes the Whenever a turn attempt fails against this creature, it can fly into a
creature stronger with each successful attack. maddening rage that boosts its strength

Prerequisites: Special attack that causes ability drain. Prerequisites: Quick Recovery, Turn resistance special quality

Benefit: Each time a draining creature drains an ability score it Benefit: Whenever a turn attempts fails against this creature, it
gains additional temporary hit points equal to half the number of can choose to enter a rage similar to a barbarian’s rage. The
ability points drained (rounded down). These temporary hit points creature gains a +4 enhancement bonus to its Strength score, a
are in addition to the 5 temporary hit points draining creatures +2 enhancement bonus to Will saves but takes a -2 penalty to AC.
normally gain. The rage effect lasts for a number of rounds equal to 3 plus the
creature’s Charisma modifier (minimum 1). The creature is not
Normal: A draining creature that drains an ability score gains fatigued at the end of the rage.
5 temporary hit points, irrespective of the amount of points it
drains.
Reflect Turning [General]
Protective Drain [General] The creature is capable of unleashing powerful negative energy
when a turning attempt against it fails.
This creature can harness the energy drained from a victim to
improve its defences. Prerequisites: Improved Turn Resilience, Turn resistance special
quality
Prerequisites: Energy drain special attack
Benefit: Whenever a turning attempt against this creature fails, it
Benefit: When this creatures successfully drains energy from unleashes a wave of negative energy at the creature that attempted
a victim it gains the ability to use, as an immediate action, the to turn it. This wave of energy deals 1d8 points of negative energy
energy to grant itself an insight bonus to either AC, a saving throw damage to the turning creature. This effect can be negated by a
or a skill check. The creature gains a +2 insight bonus on its next successful Fortitude saving throw against a DC of 10 + ½ creature’s
check per level that it successfully drained. The insight bonus is HD + the creature’s Charisma modifier.
only valid for one such check or against one attack, and must be
taken within 1 minute following the round in which it successfully
drained its victim. Resilient Summon [General]
Creatures that this creature summons are more difficult to dispel.
Quick Recovery [General] Prerequisites: Spell-like ability to summon creatures
The creature is capable of recovering quicker from a turning.
Benefit: When using a spell-like ability to summon creatures, the
Prerequisites: Turn resistance special quality spell level is considered 2 higher for the purposes of dispelling the
summoner’s creatures.
Benefit: When this creature is turned, it only attempts to flee for
half the time (5 rounds) it normally would.
Spell Battle [General]
Normal: A turned creature attempts to flee or cower for 1 minute
after being turned. This creature can harness the energy of a failed spell cast against it
to grant it martial prowess in battle.

Quick Spawn [General] Prerequisites: Spell resistance special quality

Creatures that spawn as a result of this creature’s create spawn Benefit: Whenever a spell fails to affect this creature as a result of
ability rise quicker as its servants. spell resistance, the creature gains a bonus to attack and damage
rolls equal to half the level of the spell that failed to affect it
Prerequisites: Create spawn special attack, Deadly Spawn (minimum 1). This effect lasts for a number of rounds equal to
the level of the spell that failed to affect it. The creature can only
Benefit: Creatures that rise as per the create spawn ability do so
benefit from one such effect at any given time, but can choose to
within 1 round following the round in which they were completely
gain the benefit of this feat afresh whenever a spell fails against it
ability score drained or damaged.
due to spell resistance.
Normal: Creatures created through the create spawn special attack
normally rise within 1d4 rounds following the round in which they
were completely ability score drained or damaged.

10
Benefit: Any undead creature allied to this creature gains turn
Spell Burst [General] resistance equal to half (minimum 1) the turn resistance of the
This creature can turn the spell energy of spells that fail to affect it creature with this feat. This effect applies to all undead creatures
into a powerful counter-strike. within 20 ft.

Prerequisites: Spell resistance special quality


Sphere of Resistance [General]
Benefit: This creature unleashes a powerful burst of magical
This creature can choose to let its spell resistance affect its allies
energy whenever a spells fails to penetrate its spell resistance. The
as well.
burst affects all enemy creatures within 10 ft. of the creature, and
deals 1d6 points of damage for every two levels of the spell that Prerequisites: Spell resistance special quality, Spell Immunity
failed to affect it (minimum 1d6).
Benefit: The creature can choose to grant each creature within a 10
ft. radius of it spell resistance equal to half its own spell resistance
Spell Drain [General] (minimum 1).
This creature can enhance the foul power of its energy drain to
draw upon the spell power of its victim. Strong Gut [General]
Prerequisites: Improved Energy Drain, Energy drain special This creature’s gut is particularly strong, making it difficult for
attack. swallowed creatures to escape.
Benefit: Whenever this creature succeeds at an energy drain attack, Prerequisites: Swallow whole special attack
it can choose to drain spells from its victim. For each level that the
creature drains, it can drain one spell level from its victim. So, for Benefit: This creature’s gut has 50% more hit points than normal,
example, a vampire that drains 3 levels with its slam attack can and the creature’s natural armor bonus is considered 10 higher than
choose to drain a third level spell or a second level spell and a first normal for the purposes of determining the AC of the creature’s
level spell. This spell drain is in addition to spells lost normally gut.
through energy drain.
Strong Spirit [General]
Spell Healing [General] The creature is especially strong in spirit making it exceedingly
This creature can heal itself using the residual energy of magic that difficult to strike using a corporeal source.
fails to penetrate its spell resistance
Prerequisites: Incorporeal special quality or incorporeal subtype
Prerequisites: Spell resistance special quality
Benefit: This creature is strong in spirit and more insubstantial
Benefit: This creature instantly heals itself a number of hit points than most other incorporeal creatures. As a result, the miss chance
equal to twice the level of a spell that fails to affect it as a result against this creature from a corporeal source increases to 70%.
of spell resistance. The creature cannot gain more hit points than it In addition, ghost touch weapons that normally negate this miss
normally has, and any excess healing it lost. chance still have a 20% miss chance against creatures with this
feat. The creature is still affected normally by positive and negative
energy, as well as force effects such as magic missile spells.
Spell Immunity [General]
Normal: An incorporeal creature has a 50% miss chance against
This creature can make itself immune to certain spells for a short any attack from a corporeal source.
period of time.

Prerequisites: Spell resistance special quality Stunning Pounce [General]


Benefit: Whenever a spell of 4th level or lower fails to affect the This ferocity of this creature’s charge can stun its opponents.
creature as a result of spell resistance, the creature gains immediate
immunity (c.f. Spell Immunity spell) to that spell for a duration of Prerequisites: Pounce special attack
one minute.
Benefit: When this creature charges and uses its pounce special
attack to make a full-attack at the end of a charge, the creature
Sphere of Influence [General] so attacked must succeed at a Fortitude save or become stunned
for one round. The save DC is 10 + ½ creature’s HD + creature’s
This creature’s power to resist turning attempts extends to those Strength modifier.
around it as well.

Prerequisites: Turn resistance special quality

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Summon the Great [General] Versatile Ability Damage
The creatures this creature summons are more powerful than
typical creatures of their kind. [General]
Prerequisites: Spell-like ability to summon creatures, Resilient This creature’s special attacks are capable of damaging foes in
Summon more ways than one.

Benefit: Creatures that this creature summons gain the benefit of Prerequisites: Special attack that causes ability score loss.
the Augment Summoning feat.
Benefit: Choose an ability score other than the one that the
Normal: Creatures normally summoned using spell-like abilities creature’s special attack normally causes ability score loss to.
are typical creatures of their kind. Whenever the creature causes ability score loss, it can choose to
deal ability score loss to this chosen ability score instead.
Telepathic Spell [General] Normal: Without this feat, the creature’s special attack that causes
ability score loss can only damage or drain the listed ability score
This creature can use its telepathic abilities to cast spells or use
in the creature’s monster entry.
spell-like abilities directly into the target creature’s mind.
Special: The creature can gain this feat multiple times. Each time
Prerequisites: Telepathy special quality
the creature can select an additional ability score to damage or
Benefit: When this creature casts a targeted spell or uses a spell- drain.
like ability that targets creatures, it can cast such a spell or use such
a spell without verbal components, casting the spell directly into
the creature’s mind. The target of the spell must be a valid target
for the creature’s telepathy ability. Spells from the enchantment
school of magic, or compulsion effects, have their save DCs
increased by +1.

Tough Grappler [General]


This creature is tough for its size and can grapple creatures it would
not normally be capable of grappling.

Prerequisites: Improved grab special quality

Benefit: This creature can use its improved grab special quality on
creatures of its size and smaller.

Normal: Creatures can normally only use their improved grab


special ability on creatures one size category smaller or less than
they are.

Turn Resilience [General]


The creature gains the ability to resist the effects of turning.

Benefit: The creature gains +2 turn resistance and the turn


resistance special quality.

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