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Altered Form Familiarity [Monstrous, Skill][edit]

You have spent enough time in your Alternate form(s) that you have become as accustomed to
it/them as you have your monstrous form.
Prerequisite: Alternate Form ability
Benefit: Each +5 your monstrous form has in a skill adds +1 to the same skill in your alternate
form(s), and vice versa. In addition, you receive +10 to all oratory skills (Diplomacy, Bluff,
Intimidate) when dealing with non-monsters.
Special: When used in conjunction with Favorite Form, the bonuses to Diplomacy and Bluff
increase by an additional +10 (+20 total) when dealing with those of the same "race" as your
favorite form. Any humanoid character that was turned into a monster (by magic or something
else) is considered to automatically have this feat.
Alternate Form Mastery [Monstrous][edit]
Mastery of both your monstrous and humanoid forms has redefined the distinctions between
both.
Prerequisite: Alternate Form ability, Alternate Form Synergy, Altered Form Familiarity,
Favorite Form
Benefit: Any transformations pertaining to your Favorite Form no longer count against your
limited daily uses of the Alternate Form ability.
Special: Upon taking this feat, monstrous PCs can choose to "default" to their favorite form.
Alternate Form Synergy [Monstrous][edit]
Receive additional bonuses in alternate form.
Prerequisite: Alternate Form ability
Benefit: When assuming human(oid) form, the creature is allowed to use certain spell-like
abilities possessed of their monster race, and receives additional bonuses to Strength, Dexterity
and Constitution equivalent to each's respective modifiers from the monster form (i.e., an STR of
24 adds +7 to STR in human form).
Normal: Alternate form can only use monster's extraordinary abilities, and receives no bonuses
to Str, Dex, or Con.
Special: Due to this feat's potential for imbalancing gameplay, GMs are encouraged to impose
additional requirements as needed.
Alternative Poison [Monstrous][edit]
Change the type of damage delt by your poison.
Prerequisite: Poison attack that deals ability damage, Con 15
Benefit: Choose one of the creature’s poisonous attacks. The initial and secondary damage for
this poison changes its ability damage to another ability of the following: Str, Dex, Int, Wis or
Cha.
Anima Toughness [Monstrous][edit]
Beings without metabolism are raised or constructed with animating force. This force now can
be used to toughen them beyond the durability of their basic undead or construct frames,
increasing their hit points.
Prerequisite: No Con Score, Cha 15, Base Fortitude Save +2
Benefit: You gain 1/2 your charisma modifier as a bonus to your hit points, as if it were your
constitution modifier.
Normal: You do not have any bonus hp due to lack of Con.
Special: This feat does not stack with the ability Unholy Toughness.
Area Power Resistance [Monstrous, Psionic]
[[3e Summary::The creature's Power Resistance (PR) can negate area-effect psionic powers.]]
Prerequisite: Innate Power Resistance 10
Benefit: Any psionic power that includes the creature within its area of effect must beat the
creature's PR or be instantly negated.
Normal: PR normally applies only for the creature with PR against area-effect spells, protecting
the individual creature but not negating the attacking psionic power.
Special: If using the default Psionics-Magic Transparency option, this feat applies against area-
effect spells and spell-like abilities as well.
Area Spell Resistance [Monstrous]
[[3e Summary::The creature's Spell Resistance (SR) can negate area-effect spells and spell-like
abilities.]]
Prerequisite: Innate Spell Resistance 10
Benefit: Any spell or spell-like ability that includes the creature within its area of effect must
beat the creature's SR or be instantly negated.
Normal: SR normally applies only for the creature with SR against area effect spells, protecting
the individual creature but not negating the attacking spell or spell-like ability.
Special: If using the default Psionics-Magic Transparency option, this feat applies against area
effect psionic powers as well.
Augment Shielding [Monstrous][edit]
Your shields become stronger than normal.
Prerequisite: Must have the shield special quality.
Benefit: Your shield gains 2 extra hit point per shield Hit Die.
Born of the Uttercold [Monstrous][edit]
You are so attuned to your frozen heritage that your cold based damage damages those normally
wouldn't be harmed.
Prerequisite: Must have a racial quality that innately deals cold damage on physical attacks,
such as a Chilblain's "Frost Touch" ability (Refer to Frostburn-Pg.115).
Benefit: You deal 1/2 damage to creatures immune to cold damage, in addition any resistance to
cold less than immunity is ignored.
Normal: Creatures immune to cold damage take none and resistances against cold apply.
Special: Creatures with weakness to cold, such as with the fire subtype, take +100% damage
intead of the normal +50%.
Caustic Poison [Epic, Monstrous][edit]
Your poison can damage creatures typically immune to poison.
Prerequisite: Con 24, Poisonous natural weapon, 20HD, At least one other feat pertaining to
poison such as Ability Focus (Poison)
Benefit: Your poison becomes so toxic that it can damage inorganic structures, deteriorate an
undead body, or overcome magical defenses. Creatures immune to poison such as Constructs or
Undead take half damage from your poison.
Normal: Your poison cannot affect certain enemies.
Special: Poison that deals Con damage against a creature with no Constitution score still has no
affect.
Channeled Resistance [Monstrous, Psionic]
The creature can protect other beings that it touches with its Spell Resistance (SR) or Power
Resistance (PR).
Prerequisite: Innate Spell Resistance 10 or Innate Power Resistance 10
Benefit: As a standard action, the creature can share its SR or PR with any single creature
touched. This protection lasts only so long as the creature with SR or PR concentrates on
providing the protection and only as long as the beneficiary remains in contact with the creature
with resistance. If the creature with resistance is distracted or suffers damage in any way while
maintaining this shared protection it must make a Concentration check as if casting a 0-level
spell. Failing this check instantly negates the shared SR or PR until the creature with resistance
spends another action to share it again.
Chill Of The Grave [Monstrous]
Your undead presence horrifies the living.
Prerequisite: Undead creature type
Benefit: You have a supernatural aura that acts similarly to a continuous cause fear spell against
all living creatures within 10’ of you. Creatures that make a Will save (DC of 13 + ½ HD of
undead + Cha bonus) are immune to this effect for 24 hours, whereas those that fail are
frightened for 1d4 rounds.
Claw Punch [Monstrous, Martial Style][edit]
Fights like monk, claws like bear.
Prerequisite: Improved Unarmed Strike, natural claw attack, Ki Claw
Benefit: Your slashing natural weapons count as unarmed strikes.
Special: No ability or feat that has already been applied to both (such as Weapon Focus) stacks
with itself.
Note: Another, similar feat exists (Still Weapon Technique), which should not be confused with
this one. Claw Punch is much more restrictive (read: more likely to get DM approval) and
applies ONLY to slashing-type natural weapons.
Enlarge Breath Weapon [Monstrous]
The creature's breath weapon has a longer range than normal.
Prerequisite: Breath Weapon
Benefit: Double the range of the creature's breath weapon, unless it is cone-shaped, in which
case increase the range of its breath weapon by 50% instead.
Extra Primeval Ability [Monstrous]
The creature can use one of its supernatural or spell-like abilities more often.
Prerequisite: Supernatural or spell-like ability
Benefit: Choose one supernatural or spell-like ability that the creature can use one or more times
per day. The creature can now use this ability one more time per day.
Special: This feat can be taken multiple times and will stack with itself. Each additional time
that this feat is taken you can apply it to the same innate supernatural or spell-like ability or to
one of your other innate supernatural or spell-like abilities.
Favorite Form [Monstrous][edit]
In addition to your regular form, you have one specific form that you favorite among all the
others...
Prerequisite: Alternate Form ability, Altered Form Familiarity
Benefit: Choose one alternate form with one specific appearance as your favorite.
Special: In conjunction with Partial Transformation, you can morph certain aspects (such as your
tough dragon's scales for natural armor AC bonuses) while in your Favorite Form, without it
showing through (something that could prove useful when subterfuge is required).
Focused Primeval Ability [Monstrous]
One of the creature's supernatural or spell-like abilities is more potent than normal.
Prerequisite: Supernatural or spell-like ability
Benefit: Choose one of your innate supernatural or spell-like abilities. Add +1 to the Difficulty
Class for all saving throws made to resist this ability.
Special: This feat can be taken multiple times but its benefits do not stack. Each time that it is
taken the creature must apply it to another of its supernatural or spell-like abilities.
Functional Limbs [Monstrous][edit]
Your lower limbs strengthen and lengthen.
Prerequisite: Draegloth, Str 20
Benefit: You may now make unarmed attacks with your second set of arms for 1d4 non lethal
damage, or for wielding weapons, however, all unarmed and armed attacks made with these
hands take a -5 penalty. When making grapple attempts, you gain a +2 bonus when using all four
limbs at once. You may wield weapons with these arms as a medium creature.
Ghoul Domination [Monstrous][edit]
Ghouls you create are under your control.
Prerequisite: Ghoul fever supernatural ability.
Benefit: Humanoids who die of your ghoul fever rise as ghouls under your control at the next
midnight. Ghouls created in this way retain none of the abilities they had in life. Humanoids of 3
or less HD become ghouls, humanoids of 4-5 HD become ghasts, and humanoids of 6 or more
HD become gravetouched ghouls of the appropriate level (see Libris Mortis: The Book Of
Undead for the gravetouched ghoul template). Ghoulish creatures you create remain enslaved
until your death. You may control a number of spawn equal to twice your HD. If you create a
spawn that exceeds this number, the longest controlled spawn goes free.
Normal: Ghouls you create are not under your control.
Giant Step [Monstrous]
Your long legs allow you to take longer steps.
Prerequisite: Natural reach of 10 ft or longer
Benefit: What is normally a 5 ft. step is longer for you. Whenever you could normally take a 5
ft. step, you may instead move a distance equal to your natural reach, without provoking attacks
of opportunity. You still cannot move through the squares of other creatures, unless the size
difference is great enough to allow you to occupy the same space. Nor can you move farther than
your speed in this way.
Greater Focused Primeval Ability [Monster]
One of creature's supernatural or spell-like abilities is especially potent.
Prerequisite: Supernatural or spell-like ability, Focused Primeval Ability
Benefit: Choose one supernatural or spell-like ability that you have augmented with the Focused
Primeval Ability feat. Add +2 to the Difficulty Class for all saving throws made to resist this
ability. This bonus supercedes (i.e. does not stack with) the bonus provided by the Focused
Spell-Like Ability feat.
Special: The creature can take this feat multiple times but its benefits do not stack. Each time
that it is taken the creature must apply it to another of its innate supernatural or spell-like abilities
that has been augmented with the Focused Primeval Ability feat. This feat cannot be used with
class based spell-like abilities, like the druid's wild shape or paladin's ability to cure disease.
Greater Teleport [Monstrous][edit]
The extraplanar blood running through your veins allows you to use the signature travel methods
of the outer planes.
Prerequisite: Outsider, character level 5+
Benefit: You may use greater teleport at will as a spell-like ability. You may only transport
yourself and 50 pounds of carried items
Heighten Primeval Ability [Monstrous]
The creature has achieved mastery of its innate supernatural or spell-like powers.
Prerequisite: Innate supernatural or spell-like ability
Benefit: Choose one of your supernatural or spell-like abilities. You can use this chosen ability
or abilities at +1 caster level.
Special: This feat cannot be used with class based spell-like abilities, like the druid's wild shape
or paladin's ability to cure disease. This feat can be chosen more than once and will stack with
itself.
Humanoid Elite [Monstrous][edit]
You're part of the elite of your race and have skills beyond the usual warrior or commoner.
Prerequisite: Int 9, Wis 9, Monstrous Humanoid, Giant, or Humanoid type.
Benefit: You can exchange up to 3 of your Monstrous Humanoid, Giant, or Humanoid racial hit
dice for PC class levels, gaining appropriate base attack bonus, saves and skill points.
Normal: Races, such as lizardfolk and bugbears, are required to take racial hit dice.
Special: This feat must be taken at first level.
Immortal Arrogance [Monstrous][edit]
Even in undeath, your will is indomitable.
Prerequisite: Iron Will, vampire (non-spawn only)
Benefit: You are immune to the mental control of your master. You can still attempt to feign
obedience with a successful Bluff check, and your “master” can still attempt to guess the ruse
with an opposed Sense Motive check, as normal.
Improved Anima Toughness [Epic, Monstrous][edit]
Beings without metabolism are raised or constructed with animating force. This force now can
be used to toughen them beyond the durability of their basic undead or construct frames,
increasing their hit points.
Prerequisite: No Con Score, Cha 21, Base Fortitude Save +6, Anima Toughness
Benefit: You gain your full charisma modifier as a bonus to your hit points, as if it were your
constitution modifier. You also no longer are destroyed at 0 hp, but have a range of up to -10 hp
before dying as if you were a living being.
Special: This feat does not stack with the ability Unholy Toughness.
Improved Resistance [Monstrous]
The creature is innately more resistant to spells or psionics.
Prerequisite: Innate Spell Resistance (SR) or Power Resistance (PR)
Benefit: Increase the creature's SR or PR by +2.
Innate Metamagic [Monstrous]
The creature can use its spellcasting knowledge to modify its innate spell-like abilities with
learned metamagic feats.
Prerequisite: Int 11, Innate spell-like ability, Ability to cast spells, One or more metamagic feats
Benefit: The creature can modify any of its innate spell-like abilities with any spell altering
metamagic feat that it knows. In order to alter a spell-like ability in this manner, the creature
must prepare (wizards or divine spellcasters) or spend (sorcerer or bard) a spell slot equal in level
to the bonus level required for the metamagic feat in question (see examples below). Casting a
metamagically enhanced spell-like ability also counts as one or its uses of that spell-like ability
per day. Spontaneously casting a metamagically enhanced spell-like ability, like a sorcerer or
bard, requires a full-round action (rather than a standard action).
Normal: Creatures cannot normally modify spell-like abilities with spell altering metamagic
feats.
Special: This feat does not provide knowledge of any other metamagic feat and it cannot be used
with class based spell-like abilities, like the druid's wild shape or paladin's ability to cure disease.
Because spell-like abilities are cast without need of verbal, somatic or material components,
modifying a spell-like ability with Silent Spell or Still Spell provides no additional game related
benefit.
Jaw Lock [Monstrous][edit]
You bite and don’t let go.
Prerequisite: Bite attack
Benefit: You gain the Improved Grab special ability with your bite attack as a natural ability.
Lethal Poison [Monstrous][edit]
Your poison becomes so potent, that it can cause death.
Prerequisite: Poison attack that deals ability damage, Con 15, Alternative Poison
Benefit: Choose one of the poison attacks to which you have applied the Alternate Poison feat.
The initial and secondary damage for this poison become Constitution damage
Partial Morphing [Monstrous][edit]
Your control over both your humanoid forms as well as your transformations has given you the
ability to "morph" certain parts of your body.
Prerequisite: Alternate Form ability, Alternate Form Synergy, Precision Transformation
Benefit: While a humanoid form is assumed, character can take an action to "revert" a part of
their body (such as an arm or leg) back to or "extend" appendages possessed of their monster
form (such as wings or a tail), gaining the bonuses therein. However, as the changes are physical
in nature, doing so causes extreme pain; the character or monster must make a Fortitude save
(DC 20), Concentration check (DC 20+), or Autohypnosis check (DC 10+) to attempt to ignore
the pain. A failure of 4 or less means a successful transformation but a -2 distraction penalty to
AC, while 5 to 10 causes the character to lose 1d2 turns. A failure of 11 or more results in a
failed transformation, 1d6 temporary Con damage and possible unconsciousness.
Normal: Only full-body transformations are allowed.
Special: Combined with Alternate Form Synergy, this allows the creature to utilize supernatural
abilities while in their alternate form. This will not cause severed body parts to regrow, nor will
it heal damage sustained.
Poisonous Admixture [Monstrous][edit]
Your poison gains an additional damage type.
Prerequisite: Poison attack with ability damage, Con 15, Ability Focus(Poison)
Benefit: Choose one poison attack. The initial and secondary damage now deal an additional
ability damage (Str, Dex, Int, Wis, Cha) equal to half the original ability damage.
Special: This feat may be taken multiple times, each time applying it to a different attack.
Power Resistance: Clairsentience And Telepathy [Monstrous]
The creature can apply its Power Resistance (PR) against psionic powers from the clairsentience
and telepathy disciplines.
Benefit
All psionic powers from the clairsentience and telepathy disciplines must beat the creature's PR
in order to discover anything about it.
Normal
PR does not normally apply against most powers from the clairsentience discipline or against
powers from the telepathy discipline that do not directly influence, control or effect the target
creature.
Special
Characters that gain PR by race (like githyanki or githzerai) can choose this feat as a Special feat.
If using the default Psionics-Magic Transparency option, this feat also extends your PR to resist
all spells and spell-like abilities from the divination school of magic.
Precision Transformation [Monstrous][edit]
Years of intense training and practice have left you with minute control over your alternate
forms. Gain precise control over alternate form transformations.
Prerequisite: Alternate Form ability, Alternate Form Synergy
Benefit: Making minor alterations to alternate form while transformed does not count as one
"usage" of Alternate Form Ability.
Special: Adds +10 to Disguise Checks when attempting to transform into a specific individual.
Primeval Alchemy [Monstrous]
You can blend an additional type of energy into one of your energy dependent supernatural
abilities.
Prerequisite
Innate supernatural ability with an energy descriptor, Primeval Conversion.
Benefit
Choose one supernatural ability. When using Primeval Conversion on this ability, the converted
ability inflicts double normal damage. Half the damage inflicted is based on the supernatural
ability's standard energy type, and half is based on the energy type chosen with Primeval
Conversion. You can use this ability three times per day (or less, if the ability is normally usable
only once or twice per day).
Special
This feat can be selected more than once. Each time selected, it must be applied to a new
supernatural ability previously chosen with Primeval Conversion.
Primeval Conversion [Monstrous]
You can convert a supernatural ability that utilizes one type of energy into using another type of
energy.
Prerequisite
Innate supernatural ability with an energy descriptor
Benefit
Choose one of your supernatural abilities and one type of energy (acid, cold, electricity, fire or
sonic) that is not incompatible with any creature subtype (e.g. cold vs. fire) that you have. When
employing your supernatural ability you can modify it to use your chosen type of energy instead.
You can use this ability three times per day (or less, if the ability is normally usable only once or
twice per day).
Special
You can gain this feat multiple times. Each time the feat applies to a different type of energy that
is compatible with your subtype and/or a different supernatural ability.
Primeval Power [Monstrous]
Once per day the creature can augment a supernatural or spell-like ability with arcane, divine or
profane power.
Prerequisite
Innate supernatural or spell-like ability
Benefit
Once per day, half of the damage inflicted by one of the creature's supernatural or spell-like
abilities is derived from arcane, divine or profane power and is resistant to protection from
elements and similar magic. The other half of the damage is inflicted normally. Celestial
creatures infuse their chosen ability with divine power, fiendish creatures with profane power
and other creatures with arcane power. The ability this feat is used on can change from use to
use.
Special
This feat can be taken more than once and stacks with itself; each time increasing the number of
times it can be used by once per day.
Quicken Poison [Monstrous][edit]
Your poison takes affect faster then normal.
Prerequisite: Poison attack that deals ability damage, Con 15
Benefit: Choose a poison attacks. The secondary damage is dealt the round after the initial
damage.
Normal: The secondary damage is dealt 1 minute after the initial damage.
Special: This feat may be taken multiple times, each time applying it to a different poison attack.
Rabid Beast [Monstrous][edit]
Your bite infects your opponent with red ache.
Prerequisite: Bite attack, contracted red ache, Con 15
Benefit: Your bite infects your opponent with red ache.
Rabid Fiend [Abyssal Heritor, Monstrous][edit]
Your fiendish blood allows to infect others with your bite.
Prerequisite: Bite attack
Benefit: Choose a disease whose base DC does not exceed 15, your bite attack now infects those
bitten with the chosen disease. The DC for the disease in by 1 point, and an additional point per
Abyssal Heritor Feat.
Special: Because the disease is transferred through a bite, only diseases with an injury infection
can selected.
For every Abyssal Heritor Feat you possess before taking this one, the base DC of the disease
you may choose increases by 1.
The disease in your body causes complications with you health causing you to receive -2 hit
points.
Ranged Resistance [Monstrous]
The creature can bestow its Spell Resistance (SR) or Power Resistance (PR) on others nearby.
Prerequisite
Innate Spell Resistance 10 or Innate Power Resistance 10, Channeled Resistance
Benefit
As a standard action, the creature can extend its SR or PR to protect one creature within 30 feet.
This protection lasts only as long as both creatures remain within 30 feet of each other and only
as long as the creature with SR or PR concentrates on maintaining the link. If the creature with
resistance is distracted or suffers damage in any way while maintaining this link it must make a
Concentration check as if casting a 0-level spell. Failing this check instantly negates the shared
SR or PR until the creature with resistance spends another action to restart the link.
Special
This feat can be taken more than once and stacks with itself; each time allowing the creature to
extend its SR or PR to one additional ally within range.
Resistance: Divination [Monstrous]
The creature can apply its Spell Resistance (SR) or Power Resistance (PR) against divinations.
Prerequisite
Innate Spell Resistance 10 or Innate Power Resistance 10
Benefit
All spells and spell-like abilities from the divination school of magic must beat the creature's SR
or PR in order to discover anything about it.
Normal
SR and PR does not normally apply to spells and spell-like abilities from the divination school.
Special
Characters that gain SR by race (like drow) can choose this feat as a Special feat. Creatures with
PR can only use this feat if the default Psionics-Magic Transparency option is used, in which
case this feat also extends your SR to resist all psionic powers from the telepathy and
clairsentience disciplines.
Notes
This feat was formerly known as Spell Resistance: Divination.
Resistance: Illusion [Monstrous]
The creature can apply its Spell Resistance (SR) or Power Resistance (PR) against illusions.
Prerequisite
Innate Spell Resistance 10 or Innate Power Resistance 10
Benefit
All spells and spell-like abilities from the illusion school of magic must beat the creature's SR or
PR in order to deceive the creature. This is checked whenever the creature would have the
opportunity to interact with the illusion - e.g. if an invisible object is within the field of view of
the creature.
Normal
SR and PR does not normally apply against spells and spell-like abilities from the illusion school
that deceive the senses.
Special
Creatures with PR can only use this feat if the default Psionics-Magic Transparency option is
used.
Resistance Counterspell [Monstrous]
The creature can use its Spell Resistance (SR) to counterspell.
Prerequisite
Innate Spell Resistance 10, Channeled Resistance, Ranged Resistance
Benefit
As a readied action, the creature can use its SR to counterspell one spell at a range of up to 100
ft. This requires the caster beat the creature's SR in order to cast the spell. The creature does not
need to make a Spellcraft check to identify the spell being cast in order to use this ability.
Normal
SR cannot be used to counterspell.
Resistance Power Turning [Monstrous]
The creature can reflect a psionic power that fails to beat its Power Resistance (PR).
Prerequisite
Innate Power Resistance 10
Benefit
Once per round as a readied action, the creature can reflect any psionic power that fails to beat its
PR back towards its original manifester. If the psionic power cannot normally be reflected by
power turning, the creature's PR has its standard affect against the power instead. The creature's
readied action is wasted if no power beats its PR prior to its next action, although the feat can be
readied again.
Special
If using the default Psionics-Magic Transparency option, this feat is interchangeable with the
resistance spell turning feat.
Resistance Spell Turning [Monstrous]
The creature can reflect a spell or spell-like ability that fails to beat its Spell Resistance (SR).
Prerequisite
Innate Spell Resistance 10
Benefit
Once per round as a readied action, the creature can reflect any spell or spell-like ability that fails
to beat its SR back towards its original caster. If the spell or spell-like ability cannot normally be
reflected by spell turning, the creature's SR has its standard affect against the spell or spell-like
ability instead. The creature's readied action is wasted if no spell beats its SR prior to its next
action, although the feat can be readied again.
Special
If using the default Psionics-Magic Transparency option, this feat is interchangeable with the
resistance power turning feat.

Secondary Arms [Monstrous][edit]


Your secondary arms are as powerful as your primary, and can do everything they can.
Prerequisite[edit]
A second pair of arms, such as the Qua-Vel, which is weaker than your primary arms in function.
Benefit[edit]
Your secondary arms are as strong as your primary arms, enabling them to use weapons.
Normal[edit]
Your secondary arms cannot use weapons and do not have full function.
Spew Smoke [Monstrous][edit]
You can exhale a cloud of dense, blinding smoke. Then eat everyone who makes puns.
Prerequisite:[edit]
Benefit:[edit]
As a move action, you may exhale a cloud of smoke that spreads out at a rate of 10 foot per
round (Max 100 ft.). The fog obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have
total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The
smoke lasts as long as you choose but should you decide to stop maintaining it or lose the ability
to breath, the smoke dissipates at a rate of 5 feet per round. A moderate wind (11+ mph)
disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Spirited Dive [Monster, Fighter]
The creature can perform a terrifying dive-bomb attack.
Prerequisite
Fly speed, Flyby Attack
Benefit
When performing a dive attack, the creature can inflict triple damage with a successful claw or
weapon attack. Like a standard dive attack, the creature gains a +2 attack bonus but suffers a 2
penalty to AC when making this attack. The creature can still use its Flyby Attack feat when
making a Spirited Dive.
Normal
All flying creatures can make diving claw attacks that inflict double damage and gain the
benefits of a charge (+2 attack bonus, -2 penalty to AC).
Spontaneous Spell-Like Casting [Monstrous, Magical]
The creature is able to use its arcane or divine spell knowledge to power its spell-like abilities.
Prerequisite
Innate spell-like ability, Ability to cast spells
Benefit
The creature can use its class-derived spell slots or prepared spells to spontaneously cast any of
its spell-like abilities in a manner similar to the way a cleric can spontaneously cast cure or
inflict spells. This allows the creature to convert one of its spell slots or prepared spells of the
same level or higher to power the casting of the spell-like ability without using up one of its
spell-like ability uses per day. The spell-like ability must appear on the same spell list as the spell
slot or prepared spell used to power the casting. A spontaneously cast spell-like ability requires a
full-round action but does not require any material, somatic or verbal components.
Special
This feat cannot be used to spontaneously cast [spell-like abilities]] that do not duplicate an
existing spell or psionic power and hence have no effective level.
Swift Natural Attack [Monstrous][edit]
You can attack multiple times each round with a natural attack.
Prerequisite: Base Attack Bonus +6, a natural attack that deals lethal damage.
Benefit: Choose one natural attack which deals lethal damage that you possess. You may attack
multiple times with that attack when you full-attack, as if it were a manufactured weapon.
Secondary natural attacks are treated as off-hand attacks.
Normal: You cannot attack multiple times each round with a natural attack.
Special: You cannot use any natural poison ability with this feat (like a spider's poison ability).
Turn/Rebuke Resistance [Monstrous]
By virtue of unholy power or exceptional strength of will, the creature is more difficult to turn or
rebuke than normal.
Benefit
The creature adds +2 to its Hit Dice total when resisting turn or rebuke attempts.
Special
This feat can be taken more than once and its benefits stack with itself. Each time it is taken, add
+2 to the creature's Hit Dice when resisting turn or rebuke attempts.
Undead Animal Companion [Monstrous][edit]
Your animal companion shares your unlife.
Prerequisite: Animal companion, Undead type
Benefit: Your animal companion's type changes to undead.
Normal: Your animal companion is a normal animal.

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