101 Monster Feats
101 Monster Feats
101 Monster Feats
By Steven D. Russell
Rite Publishing Presents:
101 Monster Feats © 2011 Steven D. Russell, Open Gaming License Copyright © 2007
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101 Monster Feats
The feats in this product are marked with the
monster feat type, which indicates that only Monsters
(and not PCs) are eligible to select them. A monster can
take one of these feats as a bonus feat gained from a
class feature, such as from the fighter or wizard class.
The class feature that grants the extra feat must
be referred to as a “bonus feat” in the class’
level progression table.
New Feats
Absorb Ability [Monster]
“I stole my foe’s strength and used it against him.”
Prerequisite: Ability drain
Benefit: You gain an inherent bonus, to the same
ability score, equal to the amount drain from an ability
score, up to a maximum of +6. If you drain Constitution
and you do not possess a Constitution score, this bonus
is added to Charisma instead.
3
miracle, remove curse, or wish spell has been cast by a
worshiper of a deity or ethos directly opposed to your
deity or ethos. A successful Heal check (DC 11 + your Hit
Dice) will reveal that this is the case.
4
Double Breath Weapon [Monster]
“Go ahead, split up, that doesn’t bother me in the least.”
Prerequisite: Breath weapon
Benefit: Three times per day as a free action you can
break up one breath weapon into two separate attacks,
though each must be used as part of the same standard
action. These two breath weapon attacks cause only half
damage, and both blasts can be directed separately.
5
possess. This ability is most often used when a creature
in your gullet damages you, but before they escape.
7
Improved Awesome Blow [Monster]
“The force of my attack sent the charging jotun giant
back, flying through the air right into his companions.”
Prerequisites: Str 30, Power Attack, Improved Bull
Rush, size Huge or larger
Benefit: As a standard action, you may choose to
subtract 4 from your melee attack roll and deliver an
awesome blow. If you hit a corporeal opponent smaller
than yourself with an awesome blow, your opponent
must succeed on a Reflex save (DC = damage dealt) or
be knocked flying 20 feet in a direction of your choice
and fall prone. You can only push the opponent in a
straight line, and the opponent cannot move closer to
you than the square in which it started. If an obstacle
prevents the completion of the opponent’s move, the
opponent and the obstacle each take 2d6 points of
damage plus your Strength modifier, and the opponent
stops in the space adjacent to the obstacle.
Improved Dream Haunting
Improved Burn [Monster]
“He pierced my burning torso with his elegant sword, Improved Curse of Lycanthropy [Monster]
and brought back only a hunk of slag.” “My bite is no ordinary affliction.”
Prerequisites: Burn, Ability Focus (burn) Prerequisites: Curse of lycanthropy, Ability Focus
Benefit: When you are hit with a manufactured (curse of lycanthropy)
weapon, that weapon takes fire damage as though hit by Benefit: The DC for the curse is equal to DC 10 +1/2
your attack, and the creature wielding it must make a your Hit Dice + your Constitution modifier. You can also
Reflex save (DC 10 + 1/2 your Hit Dice + your affect creatures of various sizes. If the victim is not
Constitution modifier) to avoid catching on fire. within two size categories of you, your curse of
lycanthropy has no effect.
Normal: Normally the curse can only affect victims
Improved Constrict [Monster] within one size category of yourself.
“I squeezed him like an empty gourd; all the air rushed
out of him.”
Prerequisites: Constrict, Str 13 Improved Distraction [Monster]
Benefit: After you have dealt damage with your “We did not just make her ill; we left her feeling as if we
constrict ability, your grappled opponent must make a were still crawling all over her body.”
successful Fortitude Save (DC 10 + 1/2 your Hit Dice + Prerequisites: Distraction, Ability Focus (distraction),
your Strength modifier) or begin to suffocate. On the Con 13
opponent's next turn, if still constricted, he falls Benefit: If a victim fails its save against your
unconscious and is reduced to 0 hit points. One round distraction ability it is also sickened for a number of
later, the constricted opponent drops to –1 hit points rounds equal to half your Hit Dice.
and is dying. One round after that, the constricted
opponent dies. Each round, the opponent can delay that Improved Dream Haunting [Monster]
round's effects (but not the constrict damage) from “I can haunt saint and sinner alike and with greater
occurring by making a successful Fortitude save, but the ferocity than my sisters.”
current effect(s) continue, and each time the opponent Prerequisite: Dream haunting
fails his Fortitude save, he moves one step further along Benefit: You can dream haunt creatures that are not
the track to suffocation. This feat only affects living chaotic or evil and your dream haunting deals 2 points
creatures that must breathe. It is impossible to defeat of Constitution damage.
the effects of this feat by simply holding one's breath—if
the victim fails the initial saving throw, the air in his
lungs is expelled. Improved Incorporeal Armor [Monster]
“The warrior thought she had my measure having laid
waste to my kindred spirits, till her blade failed to
Improved Crush [Monster] connect.”
“I crushed them under my great bulk like a mill stone.” Prerequisite: Incorporeal
Prerequisite: Crush Benefit: You gain a +1 defection bonus to AC.
Benefit: You gain a +2 bonus to the grapple check Special: You may take this feat multiple times.
when using your crush ability. In addition, when using
your crush attack, you deal double damage on the first
round of the attack.
8
Improved In the Eyes [Monster] Prerequisites: Pull, Str 13
“I plucked out the eyes and held them on the end of my Benefit: You gain a +2 bonus to the free combat
stinger like a piece of meat to cook over a fire.” maneuver check granted when you use the pull ability.
Prerequisites: Natural attack (sting), In the Eyes The distance you pull a victim closer in a round with a
Benefit: Whenever your opponent gains the blinded successful check set by this ability is doubled. For
condition due to a successful use of In the Eyes, she example, 5 ft. becomes 10 ft.
gains that condition permanently.
Improved Push [Monster]
“I shoved her back quite further than was normal; I
Improved Monstrous Trip [Monster] believe one would call it surprising.”
“Once I tripped him I followed him down to the ground, Prerequisites: Push, Str 13
never letting up.” Benefit: You gain a +2 bonus to the free combat
Prerequisite: Trip maneuver check granted when you use the push ability.
Benefit: After a successful use of the trip ability, you The distance you push a victim farther in a round with a
also immediately grapple your foe and do not draw an successful check set by this ability is doubled. For
attack of opportunity as if your last trip also had the example, 5 ft. becomes 10 ft.
grab special attack (+4 bonus to the grapple check).
Improved Spit Poison [Monster]
Improved Paralysis [Monster] “They were not prepared for the speed or reach of my
“With my dead cold touch I stopped every last one of spite.”
them in their tracks. Every. Last. One.” Prerequisites: Poison (bite), Ability Focus (poison),
Prerequisites: Paralysis, Ability Focus (paralysis) spit or spit poison
Benefit: When you attempt to use your paralysis ability Benefit: You can spit your venom up to an additional
your magical nature attempts to dispel (as described in 30 feet as a standard action or up to 30 feet as a swift
greater dispel magic, CL equal to your Hit Dice) any action.
freedom of movement spell or magic item that grants
immunity to paralysis. If the dispel check succeeds, the Improved Stench [Monster]
spell is dispelled before your target must make its saving “My natural musk overwhelmed them.”
throw against the effect (magic items are suppressed for Prerequisites: Stench, Ability Focus (stench), Con 13
1d4+1 rounds). You can use this ability a number of Benefit: Creatures who fail their save against your
times per day equal to the Ability Score bonus on which stench gain the nauseated condition for 1 round in
your paralysis DC is based (minimum 1/day). addition to being sickened.
13
Benefit: Your bleed damage cannot be stopped by
magical healing, it can only be stopped by a successful
Heal check (DC equal to 11 plus your Challenge Rating).
14
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