3.5e Monstrous Feats

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These feats all have at least one prerequisite that is not normally available to player characters, such as three arms or the ability to fly. If you are playing a creature with a monster race your DM may allow you to choose one of these feats, although the power ratings are based on their use by NPCs and may be dramatically unbalancing for player characters.


Table: Monster Feats
NBoF
Balance
Feat Prerequisites Benefit
Altered Form Familiarity Alternate Form Ability Alternate form returns benefits to monster.
Favorite Form Alternate Form Ability, Altered Form Familiarity You have a specific alternate form that you prefer over all others.
Alternate Form Synergy Alternate Form Ability Receive additional bonuses in alternate form.
Precision Transformation Alternate Form Synergy Gain precise control over transformations.
Partial Morphing Alternate Form Synergy, Precision Transformation Utilize monstrous body parts in human form.
Alternate Form Mastery Alternate Form Ability, Alternate Form Synergy, Altered Form Familiarity, Favorite Form Gain favorite form and benefits.
4.20 Area Power Resistance Innate Power Resistance 10 The creature's Power Resistance (PR) can negate area-effect psionic powers.
4.20 Area Spell Resistance Innate Spell Resistance 10 The creature's Spell Resistance (SR) can negate area-effect spells and spell-like abilities.
Augment Shielding Must have the shield special quality. The creature's shields become more powerful.
4.45 Channeled Resistance Innate Spell Resistance 10 or Innate Power Resistance 10 The creature can protect other beings that it touches with its Spell Resistance (SR) or Power Resistance (PR).
4.05 Chill of the Grave Undead creature type Your undead presence horrifies the living.
Claw Punch Slashing natural weapon, Ki Claw Fights like monk, claws like bear.
4.40 Enlarge Breath Weapon Innate Breath Weapon The creature's breath weapon has a longer range than normal.
4.75 Extra Primeval Ability Innate supernatural or spell-like ability The creature can use one of its supernatural or spell-like abilities more often.
4.70 Focused Primeval Ability Innate supernatural or spell-like ability One of the creature's supernatural or spell-like abilities is more potent than normal.
4.60 Greater Focused Primeval Ability Focused Primeval Ability, Innate supernatural or spell-like ability One of creature's supernatural or spell-like abilities is especially potent.
Ghoul Domination Ghoul fever supernatural ability Ghouls you create are under your control.
4.73 Giant Step Natural reach of 10 ft or longer Your long legs allow you to take longer steps.
4.45 Heighten Primeval Ability Innate supernatural or spell-like ability The creature has achieved mastery of its innate supernatural or spell-like powers.
- Humanoid Elite Int 9, Wis 9, Monstrous Humanoid levels Exchange Monstrous Humanoid levels for PC class levels.
4.75 Improved Resistance Innate Spell Resistance (SR) or Power Resistance (PR) The creature is innately more resistant to spells or psionics.
3.80 Innate Metamagic Int 11, Innate spell-like ability, Ability to cast spells, One or more metamagic feats The creature can use its spellcasting knowledge to modify its innate spell-like abilities with learned metamagic feats.
Immortal Arrogance Iron Will, vampire (non-spawn only) You are immune to the mental control of your master.
  Jaw Lock Bite attack, Mean Attitude. You bite and don’t let go.
4.20 Multihanded Weapon BAB +1, Dex 15, Multiweapon Fighting, Three or more arms The creature can wield a weapon with three or more hands at once, like a human or dwarf can wield a weapon with two hands.
4.70 Power Resistance: Clairsentience And Telepathy - The creature can apply its Power Resistance (PR) against psionic powers from the clairsentience and telepathy disciplines.
3.10 Primeval Alchemy Innate supernatural ability with an energy descriptor, Primeval Conversion You can blend an additional type of energy into one of your energy dependent supernatural abilities.
3.20 Primeval Conversion Innate supernatural ability with an energy descriptor You can convert a supernatural ability that utilizes one type of energy into using another type of energy.
4.45 Primeval Power Innate supernatural or spell-like ability Once per day the creature can augment a supernatural or spell-like ability with arcane, divine or profane power.
- Rabid Beast bite attack, must have been exposed to the red ache disease, Con 15. They call you a beast, but never to your face.
4.45 Ranged Resistance Innate Spell Resistance 10 or Innate Power Resistance 10, Channeled Resistance The creature can bestow its Spell Resistance (SR) or Power Resistance (PR) on others nearby.
4.15 Resistance Counterspell Innate Spell Resistance 10, Channeled Resistance, Ranged Resistance The creature can use its Spell Resistance (SR) to counterspell.
4.10 Resistance Power Turning Innate Power Resistance 10 The creature can reflect a psionic power that fails to beat its Power Resistance (PR).
4.10 Resistance Spell Turning Innate Spell Resistance 10 The creature can reflect a spell or spell-like ability that fails to beat its Spell Resistance (SR).
4.70 Resistance:Divination Innate Spell Resistance 10 or Innate Power Resistance 10 The creature can apply its Spell Resistance (SR) or Power Resistance (PR) against divinations.
4.20 Resistance:Illusion Innate Spell Resistance 10 or Innate Power Resistance 10 The creature can apply its Spell Resistance (SR) or Power Resistance (PR) against illusions.
- Shoop da Whoop natural breath weapon You can have the option of transforming your breath cone to a line twice as long.
- Spew Smoke Fire Subtype You can spew out smoke.
4.80 Spirited Dive Fly speed, Flyby Attack The creature can perform a terrifying dive-bomb attack.
4.10 Spontaneous Spell-like Casting Innate spell-like ability, Ability to cast spells The creature is able to use its arcane or divine spell knowledge to power its spell-like abilities.
Swift Natural Attack Base Attack Bonus +6, a natural attack that deals lethal damage You can attack multiple times each round with your natural attack.
4.75 Turn/Rebuke Resistance - By virtue of unholy power or exceptional strength of will, the creature is more difficult to turn or rebuke than normal.

Top-level feats in this list are organized alphabetically

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