This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
These
feats apply to abilities most commonly found amongst monsters or are related to
monsters.
ABILITY FOCUS [GENERAL]
Choose
one of the creature’s special attacks.
Prerequisite: Special attack.
Benefit: Add +2 to the DC for all
saving throws against the special attack on which the creature focuses.
Special: A creature can gain this
feat multiple times. Its effects do not stack. Each time the creature takes the
feat it applies to a different special attack.
AWESOME BLOW [GENERAL, FIGHTER]
Prerequisites: Str 25, Power Attack,
Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the
creature may choose to subtract 4 from its melee attack roll and deliver an
awesome blow. If the creature hits a corporeal opponent smaller than itself
with an awesome blow, its opponent must succeed on a Reflex save (DC = damage
dealt) or be knocked flying 10 feet in a direction of the attacking creature’s
choice and fall prone. The attacking creature can only push the opponent in a
straight line, and the opponent can’t move closer to the attacking creature
than the square it started in. If an obstacle prevents the completion of the
opponent’s move, the opponent and the obstacle each take 1d6 points of damage,
and the opponent stops in the space adjacent to the obstacle.
CRAFT CONSTRUCT [ITEM CREATION]
Prerequisites: Craft Magic Arms and
Armor, Craft Wondrous Item.
Benefit: A creature with this feat
can create any construct whose prerequisites it meets. Enchanting a construct
takes one day for each 1,000 gp in its market price. To enchant a construct, a
spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing
half of this price (see individual construct monster entries for details).
A
creature with this feat can repair constructs that have taken damage. In one
day of work, the creature can repair up to 20 points of damage by expending 50
gp per point of damage repaired.
A
newly created construct has average hit points for its Hit Dice.
EMPOWER SPELL-LIKE ABILITY [GENERAL]
Prerequisite: Spell-like ability at caster level 6th or
higher.
Benefit: Choose one of the creature’s spell-like
abilities, subject to the restrictions below. The creature can use that ability
as an empowered spell-like ability three times per day (or less, if the ability
is normally usable only once or twice per day).
When a creature
uses an empowered spell-like ability, all variable, numeric effects of the
spell-like ability are increased by one half. Saving throws and opposed rolls
are not affected. Spell-like abilities without random variables are not
affected.
The creature can
only select a spell-like ability duplicating a spell with a level less than or
equal to half its caster level (round down) –2. For a summary, see the table in
the description of the Quicken Spell-Like Ability feat.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different one of its
spell-like abilities.
FLYBY ATTACK [GENERAL]
Prerequisite: Fly speed.
Benefit: When flying, the creature
can take a move action (including a dive) and another standard action at any
point during the move. The creature cannot take a second move action during a
round when it makes a flyby attack.
Normal:
Without
this feat, the creature takes a standard action either before or after its
move.
HOVER [GENERAL]
Prerequisite: Fly speed.
Benefit: When flying, the creature
can halt its forward motion and hover in place as a move action. It can then
fly in any direction, including straight down or straight up, at half speed,
regardless of its maneuverability.
If
a creature begins its turn hovering, it can hover in place for the turn and
take a full-round action. A hovering creature cannot make wing attacks, but it
can attack with all other limbs and appendages it could use in a full attack.
The creature can instead use a breath weapon or cast a spell instead of making
physical attacks, if it could normally do so.
If
a creature of Large size or larger hovers within 20 feet of the ground in an area
with lots of loose debris, the draft from its wings creates a hemispherical
cloud with a radius of 60 feet. The winds so generated can snuff torches, small
campfires, exposed lanterns, and other small, open flames of non-magical
origin. Clear vision within the cloud is limited to 10 feet. Creatures have
concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures
have total concealment (50% miss chance, and opponents cannot use sight to
locate the creature).
Those
caught in the cloud must succeed on a Concentration check (DC 10 + 1/2
creature’s HD) to cast a spell.
Normal:
Without
this feat, a creature must keep moving while flying unless it has perfect
maneuverability.
IMPROVED NATURAL
ARMOR [GENERAL]
Prerequisites: Natural armor, Con 13.
Benefit: The creature’s natural
armor bonus increases by 1.
Special: A creature can gain this
feat multiple times. Each time the creature takes the feat its natural armor
bonus increases by another point.
IMPROVED NATURAL
ATTACK [GENERAL]
Prerequisite: Natural weapon, base
attack bonus +4.
Benefit: Choose one of the
creature’s natural attack forms. The damage for this natural weapon increases
by one step, as if the creature’s size had increased by one category: 1d2, 1d3,
1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A
weapon or attack that deals 1d10 points of damage increases as follows: 1d10,
2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
MULTIATTACK [GENERAL]
Prerequisite: Three or more natural
attacks.
Benefit: The creature’s secondary
attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the
creature’s secondary attacks with natural weapons take a –5 penalty.
MULTIWEAPON
FIGHTING [GENERAL]
Prerequisites: Dex 13, three or more
hands.
Benefit: Penalties for fighting
with multiple weapons are reduced by 2 with the primary hand and reduced by 6
with off hands.
Normal: A creature without this
feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty
on attacks made with its off hands. (It has one primary hand, and all the
others are off hands.) See Two-Weapon Fighting.
Special: This feat replaces the
Two-Weapon Fighting feat for creatures with more than two arms.
QUICKEN SPELL-LIKE
ABILITY [GENERAL]
Prerequisite: Spell-like ability at
caster level 10th or higher.
Benefit: Choose one of the
creature’s spell-like abilities, subject to the restrictions described below.
The creature can use that ability as a quickened spell-like ability three times
per day (or less, if the ability is normally usable only once or twice per
day).
Using
a quickened spell-like ability is a free action that does not provoke an attack
of opportunity. The creature can perform another action—including the use of
another spell-like ability—in the same round that it uses a quickened
spell-like ability. The creature may use only one quickened spell-like ability
per round.
The
creature can only select a spell-like ability duplicating a spell with a level
less than or equal to half its caster level (round down) –4. For a summary, see
the table below.
In
addition, a spell-like ability that duplicates a spell with a casting time
greater than 1 full round cannot be quickened.
Normal:
Normally
the use of a spell-like ability requires a standard action and provokes an
attack of opportunity unless noted otherwise.
Special: This feat can be taken
multiple times. Each time it is taken, the creature can apply it to a different
one of its spell-like abilities.
Empower
and Quicken Spell-Like Ability |
||
Spell Level |
Caster Level to Empower |
Caster Level to Quicken |
0 |
4th |
8th |
1st |
6th |
10th |
2nd |
8th |
12th |
3rd |
10th |
14th |
4th |
12th |
16th |
5th |
14th |
18th |
6th |
16th |
20th |
7th |
18th |
— |
8th |
20th |
— |
9th |
— |
— |
SNATCH [GENERAL]
Prerequisite: Size Huge or larger.
Benefits: The creature can choose
to start a grapple when it hits with a claw or bite attack, as though it had
the improved grab special attack. If the creature gets a hold on a creature
three or more sizes smaller, it squeezes each round for automatic bite or claw
damage. A snatched opponent held in the creature’s mouth is not allowed a
Reflex save against the creature’s breath weapon, if it has one.
The
creature can drop a creature it has snatched as a free action or use a standard
action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6
points of damage per 10 feet traveled. If the creature flings a snatched
opponent while flying, the opponent takes this amount or falling damage,
whichever is greater.
WINGOVER [GENERAL]
Prerequisite: Fly speed.
Benefits: A flying creature with
this feat can change direction quickly once each round as a free action. This
feat allows it to turn up to 180 degrees regardless of its maneuverability, in
addition to any other turns it is normally allowed. A creature cannot gain
altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.