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.
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.
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
CRAFT CONSTRUCT [ITEM CREATION]
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.
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.
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
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
FLYBY ATTACK [GENERAL]
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
Normal: Without this feat, the creature takes a standard
action either before or after its move.
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
Normal: Without this feat, a creature must keep moving while
flying unless it has perfect maneuverability.
IMPROVED NATURAL ARMOR
Prerequisites: Natural armor, Con 13.
creature’s natural armor bonus increases by 1.
creature can gain this feat multiple times. Each time the creature takes the
feat its natural armor bonus increases by another point.
Prerequisite: Natural weapon, base attack bonus
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,
Prerequisite: Three or more
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
Prerequisites: Dex 13, three or more
Benefit: Penalties for fighting with multiple weapons are
reduced by 2 with the primary hand and reduced by 6 with off
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.
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
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
In addition, a spell-like ability that duplicates a spell with a
casting time greater than 1 full round cannot be quickened.
Normally the use of a spell-like ability requires a standard action and
provokes an attack of opportunity unless noted otherwise.
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
Caster Level to Empower
Caster Level to Quicken
Prerequisite: Size Huge or
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
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.