Monstrous Feats
Monstrous Feats
Monstrous Feats
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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.
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
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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.
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.
Lingering Power [General] Obscuring Cloud, turn resistance special This creature can infuse its obscuring cloud with
quality powerful negative energy.
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.
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.
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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.
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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.
Turn Resilience [General] N/A The creature gains +2 turn resistance and the
turn resistance special quality.
Feats
Drain, Spell Drain
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.
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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
• 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.
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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: 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.
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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.
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.
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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.
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.
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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.
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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.
Benefit: This creature can use its improved grab special quality on
creatures of its size and smaller.
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