MONSTER FEATS

**MONSTER FEATS**

**Ade Du Damballa**

Ade due damballa. Give me the power I beg of you. You’re a trash talking voodoo doll baby seeking revenge on a pre teen because he hugged you funny. You get lit on fire but at least Mark Hammil talks for you in the reboot. After selecting this feat, you gain hexes of a witch. You gain 3 uses of hexes per day, and you can select a single witch hex that you meet the prerequisites for, and it cannot be a dominion hex. This feat can be taken multiple times, each time after the first you gain 1 additional hex use per day and can select another hex from the witch hex list.

**Adnachiel**

You are a great Baciel whom has never been caught. Your evasive maneuvers and funny glasses/moustache disguise always keeps the enemy guessing. You gain a continuous freedom of movement effect cast on you as a caster level equal to your character level. This can be dispelled but it returns after 1d4 rounds.

**Agathion**

Your impishness has won you a few jackpots at casinos and everyone hates you for it, you also gain this luck in battle. You add your Charisma bonus to all saving throws as a luck bonus.

**Alchemical Slime**

You are basically a living chemistry lab and one bad decision away from breaking bad. You can select a single alchemist bomb discovery and apply it to your acid touch ability. In addition this also makes your acid touch the alchemist bomb ability for the purpose of applying feats or other similar abilities that apply only to the alchemist bomb. This can be selected multiple times, each time selecting a new bomb discovery. You cannot select an Alchemist discovery you do not meet the prerequisites for. Your Slime level is treated as your Alchemist level to determine what you can select.

**Alice in Chains**

Don't just be the man in the box covered in shit, Feed your eyes! Jesus Christ! For a number of rounds per day equal to it's Strength modifier, A Leotaur can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a Leotaur can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the Leotaur itself. If a chain is in another creature's possession, the creature can attempt a DC 10+1/2 character level+ Strength modifier Will save to break the Leotaur's power over that chain. If the save is successful, the Leotaur cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A Leotaur can climb chains it controls at its normal speed without making Climb checks.

**Alienware**

With Quad Core Nether class processors, INVISIA Geo-Force XXL 1060 Graphics power and over 12 TB of ram, this baby purrs like a kitten. A technologically advanced telekinetic Kitten from a distant solar system, but still TECHNICALLY a kitten. For one item per 4 levels you possess, you can treat it as if it possessed the Alien Enchantment. This does not count towards the maximum enchantment modifier for these items. Selecting the item is a ritual that takes 4 hours to perform. This cannot be removed from the object other than by permenantly destroying the object in question. This only works in the hands of the crafter and does not grant the alien ability to anyone else, unless they too possess this feat.

**Alraune**

You smell like a sweet and delicious piece of candied fruit, and you have the delicious charm of an apple pie. I COULD JUST EAT YOU UP. As a move action, once a day for every point in your dexterity modifier, you can release A supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds you to a radius of 60 feet. Any creature in this area of effect must make a Will save at the start of its turn to avoid falling under the effects of calm emotions for 1 round. Creatures that could be attracted to the flora beast's apparent gender take a -2 penalty on this Will save, while all other creatures gain a +2 bonus on the save. This is a mind-affecting effect. The save DC is 10+ 1/2 Flora beast's level+ Dexterity modifier.

**Alternative Energy**

You prefer electricity and solar power over sweet, sweet, crude oil. So what if it's destroying the atmosphere? I can't accept change! I will destroy the world with my own inability to adapt! Nyaaah! Your beam attack can deal one of the following damage types instead of the usual energy types. Negative, Positive, Disintegration, Force, Profane, Divine. This also applies to the Dual type beam attack kaiju specialization.

**Ambriel**

Your scales are harder than the candies at the bottom of your grandma's drawers. 1/2 of your natural armor bonus now becomes a deflection modifier that stacks with all other deflection bonuses.

**Amphisbaena**

You have no way of knowing, which way you are going~ The Two Headed Dragon functions normally even if cut in half. If dealt a critical hit with a slashing weapon, the creature can choose to be cut in half but continues to function as two separate creatures, each with half the original dragon's current hit points (rounded down) after the damage from the critical hit is applied. Once split, it cannot be split again. If left alone for 1 full round, the split Dragon can rejoin its two halves and become a single whole creature again (add the two creatures’ hit points together). If one of the split creatures is slain, the Dragon can regrow the lost portion over the course of 1d6 minutes, or if fully healed.

**Ancient Fox**

You're so old you remember the invention of the word Fursona. You gain access to the Trickery Domain and all of it's powers as if you were a Cleric equal to your Kitsune level. You add it's spells to the list of spells you know. You can select any of the subdomains if you'd like. You use your Charisma modifier instead of your wisdom modifier for these abilities.

**Animate Dummy**

Karru Marri Odonna Loma Molonu Karrano. Or at least that’s what it said on the back of the box. Honestly I’m not sure what language that is and I could have just said something racially charged. You add the spell Animate Puppet Soldier to your list of available techniques. In addition you cut the price to cast the spell in half.

**Anubis**

Powerful gods of mummification, you prefer the more forlorn and beautiful parts of life and death and often approach it with a poetic mindset. Often get called "A Noob Buss" by Horus. You gain access to the Repose Domain and all of it's powers as if you were a Cleric equal to your Anubis level. You add it's spells to the list of spells you know. You can select any of the subdomains if you'd like. You use your Charisma modifier instead of your wisdom modifier for these abilities.

**Armageddon Engine**

Can't stop, won't stop. You rampage in and out, and never rest, only wanting to destroy. You can use your laser cannon natural attack at melee range without provoking an attack of opportunity.

**Assassin Doll**

You have been a doll for quite some time and have seen your share of puppet shows. You gain a Rogue talent that a rogue of your level could take. This feat can be taken multiple times but you must choose a different talent each time.

**Azhi-Dahaka**

Your breath smells so bad it can literally curl wall paper and chip paint. You gain a poison bite attack 3 times a day. It deals 1d4 Strength and 1d4 constitution damage, and the save is 10+1/2 level+ Strength modifier.

**Bad Omen**

You give out fortune cookies that predict when someone will die, and you particularly love sitting nearby to watch cars go by on bridges. That’s…. OMINOUS. The Moth Man can cast the spell Ill Omen 3 times per day as an immediate action. This requires no spell components and does not provoke an attack of opportunity. This feat can be selected multiple times, each time the Moth Man gains 3 more uses. If the Moth Man selects this feat 4 times it can cast the spell at will.

**Bad Touch**

No matter what they took from you, you will always return, you will always rebuild. Better, and Stronger than before. There will be a lingering Phantom pain, but you will carry on for long enough to make them pay for what they did. Go for the balls. That always works. You gain the Phantom Limb Alchemist discovery. This uses your Charisma modifier instead of your intelligence modifier to determine it's strength and uses your Ghost level instead of your Alchemist level to determine the damage dealt.

**Balrog**

Standing tall as a massive burning beast of darkness and mowing down wizards, or strapping on your gloves and messing everyone up in the boxing ring, you are a BALROG. They may say you can't pass, but when you're doing an extra 1d6 fire damage on each one of your attacks they can't say shit.

**Beam Clash**

How does this work? Fire isn't a solid tangible force. It shouldn't be able to forcefully push back against something else, especially something like force or sonic energy... And frost is... ya know what, nevermind I don't know why I'm thinking this hard about it. If your beam attack is off of it's cooldown, you can ready an action to fire the beam at any other line or cone effect. You roll your beam weapon damage against the target beam weapon and subtract any damage you roll from it. If you roll more damage than the other attack, the enemy takes the remainder of your damage.

**Beef Cakes**

You are like a fleshy mountain of pulsating beef, and regardless of how disgusting that sounds, no one will mess with you when you look like you could beat the crap out of even Overlord Baal himself. You gain a Permanent +2 Bonus to your Strength Score. Very useful for shaking down kids for lunch money.

**Belladonna**

Three times per day, as soon as you wake from resting, a single dose of the poison Belladonna emerges from your roots and vines. This dose can last indefinitely and though it works just like belladonna, it has no monetary value. It can be used to supplicate Belladonna in any weird ass ritual or recipe you may find though.

**Bigfoot**

You like to stride through the forest and really like the blurry parts of the woods. You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Undergrowth that has been magically manipulated to impede movement still affects the Bear. In addition, you gain a +10 bonus to stealth checks in forested areas.

**Big stride**

You got them lanky legs son. You got the stride! When taking a 5 foot step, you can move a number of feet equal to your reach instead.

**Black Dog**

When you're causing trouble for Scotland Yard, it's good to be able to slink around in the shadows and follow your nose wherever it goes. You gain the scent ability.

**Bladekinesis**

You add the Shinigami techniques, Hug me Headless, and Remote Trail to your list of Nether Noble Techniques. These use your Character level and your Strength modifier to determine the saving throws instead of Charisma, and to determine the technique performance level instead of the Shinigami level.

**Blob Lobber**

Hey! He’s lobbin blobs over here! Is that even legal?! Whenever you use your Glob Lobber ability, the attack deals ½ damage to all creatures adjacent to your target. The creatures are allowed a reflex saving throw DC: 10+1/2 level+Constitution modifier to take ½ of the damage.

**Blue Gelatin**

Flavored like Blue Raspberry and known for turning kid's mouths blue, you are a delicious and not very nutritious jiggly treat. However you are also very dangerous. You gain a special Paralysis attack usable 3 times per day. On a touch the creature must make a save DC: 10+1/2 HD+ Con mod or be paralyzed for 1d6 rounds.

**Body Modification**

Your lips are too big and your ass isn't big enough. Don't worry you sad, pathetic piece of meat! We have just the right medical procedures to get you looking the way you've always wanted! Gain the ability to add a single body modification to yourself, following the rules for doing so as an Unlosing Ranger. This cannot be made to work in an anti-magic field however.

**Boggart**

A horrible haunting bastard, you are loud, obnoxious and overall confusing. Once per day, as a full-round action, a boggart can unleash a screech that confuses all those hearing it within 30 ft. of the boggart. The confusion lasts for 1 round per level. An affected creature can make a DC  10+1/2 HD+ Cha mod will save to end the ability. Each additional boggart within 10 feet that joins the screeching increases the save DC by +1.

**Book Worm**

You were a nerd in school, no one loves you, no one ever will. But with your extreme smarts, who needs friends? You gain a Permanent +2 bonus to your Intelligence score. Now go and start mind-bending them spoons Smarty pants!

**Breath of the Dragon**

You possess a legendary dragon's breath. When you open your mouth, you let spew fourth a torrent of dastardly breath that even the strongest of foes can't survive. Please. For everyone's sake. Do me a favor. Brush your teeth. You can cast the spell Dragon's Breath 5 times per day, however the damage dealt depends on your domain or Discipline. This can be taken multiple times if you possess multiple domains or disciplines. Doing so grants you 2 additional uses and allows you to use the method of breath attack listed in that domain's description below. The maximum damage granted by this spell becomes 20d6 instead of 12d6. The save DC of this is 10+1/2 character level+ Strength Modifier.

*Fire Domain: 30 foot cone of fire*

*Fiery Discipline: 60 foot line of fire*

*Ice Domain: 30 foot cone of cold*

*Frigid Discipline: 60 foot line of cold*

*Air Domain:* 60 foot line of Electricity or 30 foot cone of Sonic

*Good/Holy:* 60 foot line of cold

*Water/Oceans:* 60 foot line of cold

*Earth:* 30 foot cone of Acid

*Raging Discipline: 30 foot cone of Fire and Sonic*

*Astral Discipline: 30 foot line of force*

*Diabolic Discipline: 30 foot line of disintegration*

*Alpha Draconis: 30 foot line that deals 1/2 cold and 1/2 negative energy*

**Brute Force**

You were raised in an intelligent family, but you hate studying. You've longed for the days when you could go around beating the shit out of books rather than read them. You gain the ability to wield "Physical Monster Weapons" instead of mental ones. You also switch your skill around to be Physical as well.

**Bulls eye**

You bend in all the right ways, and sometimes in ways that really aren't correct. Yu can catch the little ball in the cup on your first try and you could peg a principal in the eye with a spit wad from 30 feet away... around a corner. You gain a Permanent +2 bonus to your Dexterity Score, you flexible little beast~

**Cait-Sith**

You are a fuzzy beast that prowls the forests, slinking around and dashing through trees when caught. You gain the Woodland stride ability.

**Cath Palug**

You used to be a squatter in an old mansion until King Arthur evicted you. You gain a +4 bonus to stealth checks made in dark locations. You deal +1d6 unholy damage on all attacks. Finally, You add Aura of Cannibalism to your list of techniques known so long as you can perform techniques of that level.

**Catoblepas**

Do you look down due to sorrow or do you look down because you lost something in your cleavage? Or perhaps… because you saw a cool bug. The world will never know, the mystery continues. The Evil Eye can roll twice and take the better result against any effect that might blind it or any gaze effect. In addition it can spend two uses of it’s glare ability to use it at the beginning of a surprise round as an immediate action, or any time when an ability allows a creature to use the quick draw feat to draw a weapon.

**Caustic Trail**

A new meaning to “Hot on the trail”. Whenever you utilize the Ooze trail ability, you can expend 4 uses of your Acid touch to cause creatures whom get stuck in the slime or slip in it to take damage from the acid touch (rounded down). This causes the ooze trail to only last 1 round per level instead of 1 minute per level, however creatures take the damage every round they remain in the area. Alternatively, you can expend a use of your ooze trail ability whenever using your acid touch to apply it to the square of the touched target. This applies to all squares adjacent to the target if you possess the Blob Lobber feat.

**Chain Link Defense**

They say a chain is only as strong as it's weakest link, but this chain's weakest link is still as strong as a Minotaur on steroids so you're shit out of luck bucko. If wielding a spiked chain as a monster weapon, you gain a deflection bonus to your armor class equal to the spiked chain's enhancement modifier. This stacks with the bonus granted from Defending, but not with it's self. This counts if you wield your weapon through the Alice in Chains feat.

**Chain of Command**

This is the chain of command. It's like, super kinky, you'd better do what it says. A number of times per day equal to 3+ Strength modifier, you can apply a murderous command spell to a single attack from your dancing chains. This can be applied as a part of any attack roll, if it misses the use is wasted. The save DC is 10+ 1/2 Leotaur level+ Charisma modifier.

**Chain Whip**

What's better than a whip? One made of metal chunks and pointy bits, guaranteed to put welts where it hurts. You gain proficiency in the Spiked Chain weapon as a monster weapon.

**Champinion**

You aren't just a Champion! You're a Champinion!! When using your pheromone ability, you can expend an additional 2 uses to apply one of the following spells to it. Slow, Confusion, Bestow curse, ray of sickening, ray of enfeeblement, or touch of idiocy. They all require a separate save DC equal to the normal DC of the pheromones.

**Charybdis**

You were known in school for giving the most devastating swirlies known to man. A charybdis can generate a whirlpool as a standard action at will. This ability functions identically to the whirlwind special attack, but the whirlpool can only form underwater and cannot leave the water. It’s a DC 10+1/2 HD+ Con modifier Reflex save to avoid being caught by the charybdis’s vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 2d6+12 points of damage per round.

**Chernobog**

Though usually busy orchestrating demons atop mountains, you have learned to hone your dark powers and pierce the deepest veils. Your darkvision works in all forms of magical darkness as if it were normal darkness.

**Child’s Play**

You’re back for another sequel and this time you’ve got an equally as creepy puppet wife. You’re not sure how many sequels they’ll try to milk you for, but so long as you’re getting cold hard cash slapped in your tiny, TINY, creepy plastic hand, does it really matter? Select a single Witch dominion. You also gain a single hex from the witch dominion. This feat can be selected multiple times, each time you must select a new hex from the same dominion.

**Chug-a-lug**

I said Chug-a-lug and a-lug you shall chug! You gain the Raging Drunk ability of the Drunken Brute Barbarian Archetype.

**Closet Nibbler**

You have a rumbly in your tumbly that only a sweater can satisfy. You gain the ability to make sunder combat maneuvers, Whenever you do so, you do not provoke an attack of opportunity. If you successfully sunder an item, you heal 1d6+ Dexterity modifier in hitpoints.

**Cling to Humanity**

You may be a sack of felt filled with sin, but my god you will deny it until the day you're tossed. You gain +1 skill point per level.

**Clio**

You spend your days scared out of your wits, reading books beneath your covers. You have no friends, but these books and your vast intellect are better anyway. Gain the ability to make any knowledge check untrained.

**Cockatrice**

You make people hard. Rock hard. No really, everyone wants to Gravel at your feet and you just take them for granite as they marble at your power. But really, you turn people into stone. A cockatrice's bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice's bite attack, it must succeed on a DC 10+1/2 HD+ Con mod Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature's natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice's bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources.

**Col. Rabbit**

Not quite Sanders, but if you keep working, you'll be an even better Colonel. If you can see an enemy within 30 feet that an enemy targets, that enemy is considered to be flanked for the first attack in a round from a creature. This can be used once per day for every point in your dexterity modifier and does not take an action to activate.

**Construct Tricks**

Whether it's building a full scale model of your house with Legos or Binding souls into a hodgepodge of mechanical limbs, you are a master at learning little tricks of the trade and have learned to make the most with your own construct capabilities.

After selecting this, you gain the following abilities. You can access specific abilities so long as you possess the proper feats or class features for the ability to work.

*Cephalophore (Destroy Everything, Improved Sunder):* Whenever a character strikes you with a weapon (magical or non-magical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition.

*Clockwork Goliath (Size Large, Toughness):* When your hit points are reduced to 0 or less, you self-destruct on the next turn, bursting in an explosion of metal scraps and steam that deals 1d6 points of slashing damage plus 1d6 points of fire damage to all creatures within a 20-foot-radius burst. This increases by 1d6 fire and 1d6 slashing damage for every 2 levels you possess. A successful DC 10+1/2 Construct level+Strength Modifier Reflex save halves the damage.

*Clockwork Leviathan (Hold on, Improved Grapple):* You deal an additional 1d8+Strength modifier points of slashing damage when you make a successful grapple check because of the myriad twisting gears and churning pistons that make up your jagged underbelly.

*Guardian Doll (Sneak attack 8d6, Skill Focus Stealth, Sleight of Hand 8 Ranks):* Your weapon is treated as a masterwork weapon and delivers 1d6 points of cold damage in addition to its normal damage. Those struck by the weapon during a sneak attack, must succeed at a DC 10+ 1/2 level+ Dexterity modifier fortitude save or be paralyzed by the supernatural cold of the weapon for 1d4 rounds.

*Golden Guardian (Challenge, BAB +10):* The intense heat radiating from the creature's body creates a wavering shimmer in the air that makes the Construct difficult to see clearly. This functions as a *blur* spell and effects your challenge target. (CL equal to your own), except it cannot be dispelled.

*Annihilator (Fleet, Acrobatics 5 ranks):* As a swift action up to 10 times per hour, an annihilator can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

*Gearsman (Toughness):* Your nanites heal you, restoring a number of hit points equal to your Hit Dice every hour. Once per day, as a full-round action, You can heal yourself or any construct you touch of 1d6 points of damage as well as an additional 1d6 per level (Max 15d6).

*Mannequin (Skill Focus Disguise):* The synthetic flesh and hair of a mannequin gives you a +8 bonus on Disguise checks to appear human (but not to impersonate a specific human). Closely inspecting it or touching its cold, synthetic skin automatically reveals its non-human nature.

*Scarecrow (Sneak attack 4d6, Assassin Doll):* Target is fascinated, 30 feet, Will DC 10+1/2 construct level+Dexterity modifier negates. Fascination lasts as long as you remain within 300 feet of the fascinated creature. Your approach or animation does not count as an obvious threat to the victim of this particular fascination effect (although your attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect.

**Cosmic Buccaneer**

Set sail for Adventure and take your favorite fantasy RPG to the stars! What are you waiting for? The Galaxy needs you! Coming in August 2017. your ship can survive in the void of outer space, and it can support life for creatures in that environment despite the lack of air. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM's discretion)—provided the captain knows the way to its destination.

**Cosmic Legacy**

Aqua demons are said to have come from UFO's, and I mean.... look at em. I'm not saying aliens, but there's a high probability that at least ONE of them has asked you to phone home at some point**.** You gain the Phrenic Pool ability of a Psychic, and one Phrenic Amplification. This uses your Constitution modifier to determine your pool size and saving throws and your Aqua Demon level as your Psychic level to determine what you can select. You can take this multiple times, each time gaining a new Phrenic Amplification, but never more than once per 5 levels and never more than 3 times. An Alpha Draconis selecting this feat uses it's Intelligence modifier instead of constitution.

**Cpl. Rabbit**

Rabbit power Hooah! Your base weapon damage becomes 2d8. If your monster weapon deals more damage than this, increase your monster weapon's damage by +1 damage die. This counts as the Unarmed strike feat for the purpose of qualifying for style feats.

**Crab Battle**

I’ve encountered some kind of cave demon. I don’t think I’ll be leaving this place alive. CRAB BATTLE! Your weapons gain the bane enchantment against enemies with the sneak attack or hidden strike class feature, as well as creatures with levels in the Strider, Soldier, or Gunslinger class. This applies to all weapons that you wield and does not count toward your maximum enchantment modifier with a weapon. In addition called shots to the eye suffer no penalty from attacks that you make.

**Crab Champion**

Oh dear god! It broke my knife! Crab battle! Whenever a creature strikes you in combat, you can spend a point from your bubble pool as an immediate action to cause its weapon to take an amount of damage equal to your damage reduction.

**Crab Devil**

You chose to evolve to crab instead of revert to Monkey and now you are unstoppable. So long as you possess 1 point in your Bubble pool, you are effected by a see invisibility spell using your Pincer Shell level as your caster level.

**Crab Hammer**

This will put a few nails in their place. The Pincer Shell can learn axe/hammer/flail techniques as if they were pincer shell techniques and they use the Pincer Shell’s constitution modifier instead of strength to determine saving throw DC.

**Crab King**

King of your crustaceous dominion, you scuttle about with a chitinous crown, ready to snip off the heads of those who have wronged you. You can select a single Royal Edict as if you were a Noble of ½ your Pincer Shell level. This uses your Constitution modifier instead of your charisma modifier if it has a saving throw. You cannot select an ability that you do not possess the proper class ability for and you must meet it’s prerequisites. You are treated as a King for the purpose of selecting this ability.

**Crab Master**

You have mastered the scuttling maneuvers. From Crab Style pinches to Lobster Fu, you are the immortal pincher. Select a single Ki power from the list of Unchained monk Ki powers. This can be utilized by spending points from your bubble pool as if you were a monk of your Pincer Shell level. Any ability that requires an unarmed strike can use your claw instead. This can be taken multiple times, each time selecting a new option.

**Crab Special**

Served with a side of butter, They can call you Sapporo because they’re about to catch these claws. Select a single Style Strike from the list of Unchained monk Style Strikes. You can select from the Wrestler style strikes as well. This can be utilized when making an attack after grappling an enemy or as an attack of opportunity like the style strike grappler ability of the Unchained Wrestler Archetype of the Unchained Monk. Any attack that uses your unarmed strike instead uses your natural claw attack. This can be taken multiple times, each time selecting a new option.

**Crawling Chaos**

Not the running, sitting, or even stooping chaos, no no no, this is faaaar too advanced. This is. CRAWLING CHAOS. Gain Access to the Chaos domain. You gain all of the abilities that the Chaos Domain grants using your Desco level as your Cleric level to determine your abilities, and you add the spells to your technique list, and can use them whenever you gain access to techniques of an equivalent level. You use your constitution modifier instead of your wisdom to determine any domain power saving throws.

**Cyber Demon**

The biggest of bads. You block the path forward and all they can do is shoot you until you’re dead. Nothing more, nothing less. A Baciel with this feat can equip technological weapons to their Baciel canon and swap them out on the fly. The Baciel can equip 1 technological weapon per 3 levels he has to his Baciel canon. As a swift action he can swap to any of the other technological weapons he possesses. This weapon fires like the Baciel’s canon and applies all bonuses and abilities to the canon, and deals the Baciel’s canon damage, monster weapon damage, or the tech weapon’s damage, whichever you choose. The type of damage is determined by the tech weapon. This still costs charges from the weapon as usual. This applies all of the abilities and effects of the tech weapon to the Baciel’s canon. Any enchantments the baciel possesses on his monster weapon are applied to the weapon it’s using. The Baciel can equip a Chainsaw, chain gun, Bazooka, or Makai hand in this manner as well.

**Cyber Dragon**

You have 2100 attack power and a pretty sweet special summon ability. Nice. You can use your strength modifier to determine how many cybernetic implants you can have, and you use it to determine your Craft cybernetics checks instead of intelligence.

**Cyber Mancubus**

You are a CYBER MAN. Aren’t those the little Brussels sprouts looking guys? A Baciel with this feat becomes proficient in all kinds of technological armor. It also gains a Cyber armor slot. It gains an additional Cyber armor slot once it reaches 10th level. A Cyber Armor slot can be equipped with any kind of technological armor the Baciel possess. The Baciel can have normal armor equipped as well. As a swift action, the Baciel can decide which of the armors in his armor slots he gains the benefits from.

**Dark Order**

You follow the dark arts and have joined a cult of weirdoes that made you wear pants made of butter for initiation... but really you gain access to a Cavalier's order ability and gain it's abilities using your Dark Knight level as your Cavalier level.

**Death Coppelia**

You prefer your puppet shows with Music, and so once per day you can mimic the effects of a bardic music as if you were a bard of your Marionette level.

**Death's Apprentice**

You walk the line of life or death and you know when that line was stepped over with great finesse. You gain access to the death Domain, with the Murder Subdomain ability replacing some of it's powers. All this death and so many rules, someone should make a notebook with all of em in it.

**Death's Calling**

Do you hear that? The ghostly call, it's ringing... It's ringing for you.... No really who is 42-42-564 I don't recognize that number.

Once per day as a standard action, a Dark Knight may place death’s calling on a challenge target within 60 feet (DC 10+1/2 character level+ Strength modifier Fortitude negates). If the Dark Knight knows and speaks the target’s name, the target takes a –2 penalty on the save. If the victim fails the save, he becomes staggered for 1round. For the next 24 hours (or until the Dark Knight is defeated), all critical hits against the victim automatically confirm. Finally, the victim automatically fails all Constitution checks to stabilize while dying. This is a mind-affecting curse effect.

**Death's Inquisition**

No one expects the Death Inquisition! Well, I guess some militant old folks homes that arm their elderly with ghost touch shotguns are, but lets save those guys for a higher level. When the Shinigami selects this ability, it can select a single inquisition and gain access to all of it's powers.

**Death's Judgment**

Ask not for whom the bell tolls, the bell tolls for THEE. You can cast judgment more than other Shinigami, meaning you can judge them for their sins in life, OR for the ugly jeans they're wearing. The Shinigami can have a second judgment ability active along with it's first.

**Desco Sixth Sense**

Your Desco senses are tingling! And whether it's an immediate threat from a legendary ninja assassin or an internal onslaught a bad burrito is leading on your intestines, you're ready for the task! You can use the spell Moment of prescience once per day as a spell like ability, using your Desco Unit level as your caster level to determine the bonus granted.

**Destroy Everything**

Your childhood toys are crumpled heaps of mangled wood and plastic scraps, and you often tear the zippers clean off of people's chair covers. I hear you once even broke someone's futon because you sat down on it GENTLY. You gain the ability to use the Sunder combat maneuver.

**Des Z**

You wanna be the very best like no one every was and based on your right hook you're almost there. You deal 1 and 1/2 your strength modifier on damage dealt with your natural attack instead of the usual.

**Des ZZ**

Wishing Destruction on your foes with the purest hateful intent, you learn to focus your rage almost as if it were god's wrath it's self. You gain the Badass domain and all of it's abilities as if you were a Cleric. The spells get added to your list of techniques you can perform. Save DC's for abilities are based off of your Strength modifier instead of Wisdom.

**Des X**

You resist the worst that nature throws at you and even some things Nature had nothing to do with. Select one element (Fire, Ice, Electricity, Sonic, or Acid) You gain resistance 5 to that element. This stacks with other forms of energy resistance. This feat can be taken multiple times, but only once for each energy type.

**Dinasy**

I couldn't find any useful information on whatever a Dinasy is, so you get fire powers. Yeah. The Fairy's Flame Guardian gains the Fire Elemental Bloodline as if it were a Sorcerer of it's level. It gains the spells listed each usable once per day as a spell like ability, though it doesn't gain them until it reaches the proper level to utilize them. It gains the Bloodline arcana, and the bloodline powers, but not the class skill or Bonus feats.

**Dirty Bear**

You talk with a Boston accent and often times cause trouble for Mark Walberg. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 character level + Strength modifier;) or be sickened for 1d6+2 rounds. Creatures that successfully save cannot be affected by the same Bear's stench for 24 hours. A *delay poison* or *neutralize poison* spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

**Djinn**

You were built using fluffy clouds, pixie dust, and the essence of another world's armageddon. You gain the Whirlwind super natural ability usable once per day.

**Draconic Inheritance**

We regret to inform you that your great uncle Draconius Maximus III has recently passed, he lived a good life, consuming children and cows and burning down houses, but now he burns in hell. And that means you get some of that rich old bastard's inheritance! You inherit draconic powers based on your dragon domain or discipline. If you possess more than one, you can select this multiple times, selecting a new domain or discipline each time.

*Fire Domain:*

As a standard action, a Fire Dragon can vomit forth a ball of molten rock that explodes upon striking a target, showering the target and adjacent creatures in magma. This attack has a range of 100 feet, and deals 6d6 points of fire damage (Reflex DC 10+1/2 character level+ Strength modifier half) to the primary target and 3d6 points of fire damage to any creatures within 20 feet of the primary target. The magma continues to burn for 1d3 rounds, dealing an additional 3d6 points of fire damage per round to the primary target and 1d6 points of fire damage per round to any secondary targets. After the magma cools, it crumbles to dust. Once a fire dragon has used its pyroclastic vomit, it cannot do so again for 1d4 rounds.

*Fiery Discipline:*

You gain the following spell like abilities, each usable once per day at the following levels.

* 1st—*detect magic*;
* 4th—*pyrotechnics*;
* 8th—*suggestion*;
* 12th—*wall of fire*;
* 16th—*find the path*;
* 20th—*discern location*.

*Ice Domain:*

An Ice Dragon learns to see perfectly well in snowy conditions. An ice dragon does not suffer any penalties to Perception checks while in snow.

*Frigid Discipline:*

Three times per day as a swift action, a frigid discipline Dragon may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

*Air Domain:*

You gain the following spell like abilities, each usable once per day at the following levels.

* **1st**—*obscuring mist*
* **4th**—*fog cloud*
* **8th**—*solid fog*
* **12th**—*cloudkill*
* **16th**—*wind walk*
* **20th**—*storm of vengeance*

*Good/Holy:*

The Holy Dragon is under the effects of constant detect evil that effects any creature the holy dragon can see.

*Water/Oceans:*

You gain the following spell like abilities, each usable once per day at the following levels.

**1st**—*create water*

**4th**—*fog cloud*

**8th**—*wind wall*

**12th**—*solid fog*

**16th**—*control winds*

**20th**—*control water*

*Earth:*

An Earth Dragon can glide through stone, dirt, or any sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. *Move earth* cast on an area containing a burrowing cave dragon flings the dragon back 30 ft., stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

*Raging Discipline:*

As a free action, a Rage dragon can block movement within 5 ft. of its body, keeping enemies at bay.

*Astral Discipline:*

An Astral Dragon has a continual supply of tiny motes surrounding its body. Any non-blind creatures within 10 ft. of the dragon must make a Fortitude save, DC: 10+ 1/2 level+ Strength modifier, or become dazed. Those who succeed are still dazzled by the nimbus. These effects last while the creature is within the aura and an additional round after the creature leaves.

*Diabolic Discipline:*

As a standard action, a Diabolic Dragon can spit a compressed ball of jet-black dust that bursts into a spray of clinging motes that sap the spiritual strength of creatures in an area. The attack has a range of 60 feet and deals 5d6 points of disintegration damage (Will DC 10+1/2 character level+Strength modifier for half) to all creatures in a 20-foot radius. Affected creatures take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 rounds (or for 1 round on a successful Will save). As long as these motes cling to a creature, the effect of any conjuration (healing) effect used on that creature is halved. This is a curse effect.

*Alpha Draconis:*

A creature within 30 feet of an Alpha Draconis must succeed at a Will save or become confused for 1d4 rounds. This gaze attack is a mind-affecting effect.

**Dragon's Health**

You went to Dragon High School and learned from the Dragon health teacher what STD's are. You gain Fast healing equal to your constitution modifier. (Charisma modifier if you're a skeletal dragon)

**Dullahan**

Your head was stolen by a jackass and you have a sweet motorcycle, your cell phone bill from texting so much is pretty damn high however. Your normal weapon inflicts +1d6 cold damage and gains the keen weapon property.

**Duo Inferno**

Pass judgment upon your enemy with great skill. You gain the Judgment ability of an Inquisitor, though you can only use the ability once per day for every 10 levels you possess. Creatures you use your judgment on are effected by a Fires of Judgment spell with no saving throw that lasts until your judgment ends or 1 round per level, whichever happens first. You can select this feat up to two additional times, each time giving you an additional use of judgment per day.

**Erl King**

You slink through the forest and you have a creepy ass theme song. You once tried to catch a guy and his kid on a horse so you could return the money he dropped but for some reason the kid was freaking the hell out... You gain the favored enemy ability of the ranger using your Treant level to determine your Favored enemy power.

**Euterpe**

You are wise beyond your years and you've seen it all from sea to sea. You may not be able to remember things easily or bring up book smarts, however your intuition tends to always stand paramount to any facts. All Knowledge checks utilize your Wisdom score instead of intelligence.

**Extra Calories**

You don't mind packing on the pounds. You'll stuff till you've had enough, and won't be satisfied until your belly blows up like an atomic bomb. Because of this horrible, reckless abandon, you gain 2 extra calories at the start of every day and your maximum calorie pool increases by 2.

**Extra heritage**

You have studied the intricate details of picking up guys at the Mall, and have learned seven different types of look to shoot someone across the bar to ensure that they'll go home with you. Gain an additional Heritage Power that you qualify for. This can be taken multiple times, but only once for every 5 levels you possess.

**Extra Kaiju Specialization**

Be it smashing buildings, swatting helicopters like flies, or doing that one thing where you stick your head between your legs and shoot a laser so you fly away, you are a super specialized creature. You gain 1 additional Kaiju Specialization. This can be selected once for every 2 levels you possess in the Kaiju class.

**Extra Thicc**

While all succubi have evolved over the years to have extra meat on their bones to appeal to the human men, you are on a whole nother level. You are a brick house, mighty mighty, you let it all hang out, whether you want it to or not. You're thicker than a bowl of oatmeal, and KNOW how to use it to your advantage. Your clothing may be bursting at their seams, but the screams your pants are making are of joy, not agony. Your natural melee attacks all increase by +1 damage dice. In addition, if you land on a creature and deal falling damage to them you deal +1 damage per damage die. In addition, you are treated as a creature of 1 size category larger for determining your bonuses to CMB and CMD. Finally, you gain an additional +4 hitpoints. These bonus hitpoints increase by +4 for each of the following feats you possess. Super Sexy, Glorious Thickness, Distracting body, Over Endowed, Shortstack. Creatures with the flatty squad feat gain a +1 to damage against you for each of these feats you possess.

**Extra Spore**

Your Spore count is much higher than most people's, and because of that you're often badgered by spore donors who are after your goods. Gain extra uses of your spore ability.

**Extra Technique**

You know better than anyone else that it's all about the technique. Even though you're out of SP in the first round of combat, you still want more! Gain another Monster technique from your list of monster techniques. This cannot be of the highest level monster technique you can perform.

**Eyes of the Dragon**

Your eyes are what makes you great. A lot of dragons possess powerful red eyes, but everyone knows you're much more popular if they're blue. Gain the spells Arcane Sight, Aura Sight, See Alignment, and Litany of Sight as techniques. You can use these techniques only if you can perform techniques of their usual spell level and use your dragon level as your caster level.

**Fafnir**

You are rather greedy and like to take all of the pepperoni off of the pizza and put it on one slice. However for some reason you are also immune to poison.

**Fungus**

There is a fungus among us, and all of my sources point to you. You can use your spore ability as an instant action. When using your spores as a free action they deal an additional amount of damage equal to your constitution modifier on the first round and then 1/2 of that on the following rounds.

**Ghast**

You are known for your horrible lack of hygiene, and your armpits are known to grow cheese from time to time. All living creatures (except those with this ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 HD + Str mod) or be sickened. This lasts 1d4 rounds. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Creatures with scent take a -4 penalty to these saves.

**Ghoul**

A powerful beacon of undead strengths, you have mastered the art of resisting holy powers. You gain Resistance 5 to Positive energy.

**Give me that**

You don't share well and your nickname is "Snatchy McMuggandRob". You gain the Disarm combat maneuver.

**Glob Lobber**

Shoot your goo my dude. You are exceptionally good at utilizing your slime touch ability. Whenever you use it, it can be done at a range of 30 feet as a ranged touch attack instead of a touch attack.

**Goblin**

You like pulling things apart and knocking things over because you're a little douchebag. 3 times per day as a swift action that lasts until the end of the round, you can release an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect.

**Golem Construction**

Were you built from Steel? Forged from Copper? Or maybe glued together meticulously by a table top miniature fanatic who just wanted a really big and badass set piece?

You gain specific abilities based on the Golem type you select when picking this feat. Select a single type, you gain the listed ability. You can only ever select one type, unless you reincarnate and become a golem again, after which you can select this feat again and gain a different ability.

*Adamantine:* Your natural attack threatens a critical hit on a 19-20. In addition, whenever you score a critical hit, you deal 1d10 damage+ strength modifier to that enemy's armor or shield in addition to the normal damage as if you made a successful sunder combat maneuver. This increases by 1d10 for every 4 levels you possess (Max of 6d10).

*Alchemical:* As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 2d6 points of acid, cold, electricity, or fire damage (determine type randomly). This damage increases by +1d6 for every 4 levels the creature possesses. All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

*Brass:* A brass golem's Slam deals damage as a Huge falchion, but is actually a primary natural attack, not a manufactured weapon, and cannot be disarmed.

*Cannon:* The golem's cannon has a range increment of 100 feet and deals 1d6 points of bludgeoning and piercing damage on a hit with a x4 critical modifier. This damage increases by 1d6 for every 4 levels the Golem possesses. The cannon's magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon if it has multiple attacks.

*Clay:* After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

*Flesh: A Flesh Golem gains an additional +2 to it's strength and +1 hitpoint per level whenever it uses it's rage ability.*

*Fossil:* The Fossil Golem's Damage Reductions all increase by 5.

*Glass:* The Golem gains Spell Resistance of 8+ It's Golem Level.

*Ice:* An ice golem's body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.

*Iron:* An iron golem inflicts Twice it's Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.

*Mithral:* A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.

*Robot:* The Robot Golem gains the Rend monster attack. This deals the Golem's normal Damage As well as an additional amount equal to twice it's strength modifier if it hits with at least 2 slam attacks in a round and can be used once per round.

*Wood:* The Wood Golem Gains a +4 bonus to Dexterity.

**Gratuitous Violence**

You launch showers of blood on the battlefield when you kill your enemies. I heard that one time the blood got a kid and a dog. You gain a rend attack usable once per round after you hit an enemy with two attacks.

**Gray**

*You are known for breaking and entering, sneaking into people's rooms at night to watch them sleep, and have an unhealthy obsession with kidnapping cattle. Keep your hands away from my booty. You gain the ability to become out of phase, allowing you to pass through walls or material obstacles. Whenever you use a technological device on a creature, you can attempt to knock the creature unconscious as well. The creature struck must make a will saving throw DC: 10+1/2 Character level+Intelligence modifier or be put to sleep for 1d6 rounds. If a creature fails this saving throw and is subsequently woken up. They gain a cumulative +2 bonus to the save against it for each time they fail again in a 24 hour period. This ability can be used 3 times per day, plus one additional time every day for every 5 levels you possess.*

**Gray ooze**

All jiggly and grey, you look like an old booger that someone left under the couch. You deal 1d6 acid damage on your natural attacks.

**Greater Build**

You didn't eat your wheaties, you were friggen BUILT by them. Your body was forged in the deepest pits of awesome by the forgemaster supreme or some shit. Regardless, you gain construct hitpoints as if you were one size larger. You can take this twice, once at level 10, and you can take it again after 16th level.

**Greater Cosmic Legacy**

This is your Legacy! You have traveled far and wide and eventually decided to settle down here. Though space is the final frontier, This planet is surely the Summer Home you'd prefer to spend your time in. The Aqua Demon adds the spells Mind Thrust, Id Insinuation I, Ego Whip, Intellect Fortress I, Psychic Crush I, Mental barrier V, Tower of Iron Will III, Biolocation, and Microcosm to it's list of spells known. It can only cast these spells if it is of a level that they could be cast normally. In addition, the creature takes no penalty to level if it selects the eldritch heritage feats for the Psychic bloodline. If taken by an Alpha Draconis these are added to the list of techniques known.

**Greater Golem Construction**

Your construction still shines through. Like the sphinx, or the Easter island heads, you can age and age and still stand strong. You may lose a nose or two, but no one's gonna notice. I mean, That one nameless wizard got pretty far without a nose didn't he?

You gain specific abilities based on the Golem type you select when picking this feat. You can only ever select one type, unless you reincarnate and become a golem again, after which you can select this feat again and gain a different ability.

*Adamantine:* You gain Fast Healing 2. An adamantine golem is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, *miracle* or *wish* can be used to slay it while it is at negative hit points.

*Alchemical:* When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can

* deal 1d6 points of acid, cold, electricity, or fire damage
* cause the target to become sickened (Fortitude DC 10+1/2 Golem Level+ Strength modifier negates) for 1d4 rounds
* cause the target to become entangled (Reflex DC 10+1/2 Golem Level+ Strength modifier negates) for 1d4 rounds

*Brass:* As a free action once every 1d6 rounds, a brass golem can expel a cloud of smoke and cinders that fills a 20-foot cube. This functions as an *incendiary cloud* that persists for 1d6 rounds, dealing 1d6 points of fire damage (DC 10+ 1/2 golem level+ Strength modifier Reflex for half). This increases by +1d6 for every 3 levels you possess.

*Cannon:* When a cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).

*Clay:* The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 10+1/2 golem level+ Strength modifier caster level check, or the healing has no effect on the injured creature.

*Flesh:* The golem has the supernatural ability to generate a blast of electricity that strikes one creature within 60 feet. The golem must make a ranged touch attack; if it hits, the bolt deals 4d6 points of electricity damage. The golem can use this ability once every 1d4 rounds. The damage dealt by this increases by 1d6 for every 3 levels you possess.

*Fossil:* The attacks of a fossil golem gradually turn living *flesh to stone*. Each time the golem hits a target with one of its natural attacks, the target must make a DC 10+1/2 golem level+ Strength modifier Fortitude save or take 1d6 points of Dexterity damage. A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a *flesh to stone* spell. Casting *stone to flesh* on the creature removes all Dexterity drain caused by this attack.

*Glass:* As a free action once every 1d6 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells as if under the effect of a *spell turning* spell.

*Ice:* breath weapon (20-ft. cone, 1d6 cold damage per level (Max 12d6), Reflex DC 10+1/2 Golem Level+Strength modifier for half, usable once every 1d4 rounds)

*Iron:* As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the golem uses this power.

*Breath weapon*—inhaled; *save* Fort 10+ 1/2 golem level+ Strength modifier; *frequency* 1/round for 4 rounds; *effect* 1d4 Constitution damage; cure 2 saves.

*Mithral:* Once every 1d4 rounds, A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to double its speed and still make a full attack.

*Robot:* A robot golem can release a pulse of electrical energy held within its nonfunctioning batteries as a standard action once every 1d4 rounds. This pulse is a 30-foot-radius spread that deals 4d6 points of electricity damage to all creatures in its area of effect (Reflex DC 10+1/2 Golem level+ Strength modifier for half). This damage increases by +1d6 for every 2 levels you possess.

*Wood:* As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 1d6 points of slashing damage (Reflex DC 10+1/2 Golem level+ Strength modifier halves). This damage increases by +1d6 for every 3 levels you possess.

**Greater Orc Siege Engine**

You are a master at handling big guns. Some people say you're overcompensating for something, but those people are dead now, because you're wielding a goddamn catapult. You gain a +4 bonus to attack and damage rolls with Siege Engines. In addition you are treated as 8 members of a crew to work a siege engine. Finally, it takes only a swift action for you to reload the siege engine. If another creature on the siege engine crew possesses this feat, the bonuses to attack and damage stack.

**Greater Potara**

Alright, now you have to come up with a new name where you combine both of your names together. No really, you have to. It's a rule. Don't make me do it for you. When fusing with another monster, you gain the Advanced Creature template again on top of the first granted by Potara.

**Greater Rage**

Because normal rage isn't as great. You gain the Greater rage ability of a Barbarian.

**Greater Salvo**

You can blow your load with the best of them and no one wants to be around for it. The Baciel can make the Magic missile firing a swift action by spending 1 point from his Cyber tech core.

**Greater Spell Resistance**

You resist spells with an insane greatness. It's so great it may be the greatest great that ever greatly greated greatness. You can apply your Natural armor bonus to your Spell Resistance as an instant action. This lasts for 1 round and can be upheld as a free action. This can be done for a number of rounds per day equal to your Gargoyle Level.

**Greater undead Heritage**

Going all the way back to the tree of death to see if any of your family members are still hanging around, you have located your family's deepest, darkest, secrets. Some of them may be so deep and dark, that you'll need a nightlight to survive in their creepy, undead shadows.

You gain another power based on the power selected from Undead Heritage. If you wish to select this feat again, you must follow the rules for selecting the Undead Heritage feat a second time once again for this.

*Mummy Lord (Zombie or Nosferatu Only): Mummy Rot*: curse and disease—slam; *save* Fort; *onset* 1 minute; *frequency* 1/day; *effect* 1d6 Con and 1d6 Cha; *cure* —.

Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a *resurrection* or greater magic.

*Allip (Anubis, Ghost, Death, or Shinigami only):* An allip constantly mutters to itself, creating a hypnotic effect. All creatures within 60 feet of the allip must succeed at a Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by the allip does end the effect. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

*Attic Whisperer:* A creature struck by an attic whisperer must make a Will save or become fatigued for 1 hour. A fatigued creature that is bitten is instead exhausted for 1 hour, and an exhausted creature falls asleep for 1 hour if bitten. The sleeper can only be roused by killing the attic whisperer or by using *dispel magic*, *remove curse*, or similar effects. This ability can be used 6 times per day.

*Baykok:* The Baykok can use a composite long bow, or long bow, as a natural attack now that deals the damage of it's normal monster weapon. A baykok creates arrows of bone as it fires its bow—it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls, unless you possess a monster weapon, in which it uses the Monster weapon's damage and enhancement bonus. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. Further, the first creature struck in a round by a baykok's arrow must make a Fortitude save to avoid being paralyzed for 1 round.

*Cursed King (Killrider only):* When a cursed king is defeated, it unleashes a final curse on all creatures within a 30-foot radius. This curse slowly robs the targets of their minds and bodies, eventually transforming them into animals. All creatures in the area must succeed at a Will save or take 1d6 points of Wisdom damage and 1d6 points of Charisma damage. The accursed creature doesn't benefit from effects that remove ability damage. Once cursed, the target must succeed at a Will save every 24 hours or take ability damage again. Once the target's Charisma or Wisdom score is reduced to 0, the victim is transformed into a mundane animal as per *baleful polymorph*, and is automatically treated as if it failed the second Will save to retain its mind. At this point, the creature receives the typical Wisdom and Charisma of that animal and stops taking ability damage.

*Crypt Thing :* You gain the ability to cast a quickened Dimension door spell 3 times per day as a spell like ability using your own caster level to determine it's strength.

*Grim Reaper (Death, or Shinigami Only):* Once every 1d6 rounds, you can select a creature within 20 feet of you that is living, when that living creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s and take the lowest roll before applying any modifiers. This lasts until the ability recharges.

*Mohrg (Zombie or Nosferatu Only):* Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. The sudden bloom of unlife when a mohrg's victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if *hasted* for the round immediately following the spawn's creation.

*Pharonic Guardian (Anubis Only):* As a standard action every 1d4 rounds, the pharaonic guardian can flare its wings to fire rays of soul-cutting light in two 30-foot lines extending away from it. Living creatures in the lines take 1d4 negative levels (Reflex negates). A creature whose thoughts the pharaonic guardian has read via its judging gaze ability takes a –2 penalty on this save. The Fortitude save to remove these negative levels is the same, though without the –2 penalty from judging gaze.

*Ragewight (Zombie Only):* A ragewight can trigger a savage fury as a free action. It can use this fury for a limited number of rounds each day as a Barbarian of it's level. These rounds don't need to be consecutive. The ragewight gains a +6 profane bonus to its Strength and Charisma and a +3 profane bonus on Will saves when using this fury. When a ragewight ends its fury, it is staggered for 1d4 rounds and can't resume its fury during this time. This ability otherwise functions as the greater rage barbarian class feature, treating the ragewight's racial Hit Dice as its barbarian level for the purposes of rage and any rage powers.

*Wyrmwraith (Skeletal Dragon Only):* When a wyrmwraith strikes a creature with one of its claws, that creature is also affected by a targeted *greater dispel magic* (Caster level using your own level) that can dispel only divine spells.

*Wraith (Ghost only):* A humanoid slain by a wraith's touch attack becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.

**Greater Visions of the Past**

Hindsight is 20/20, but you left your eyes and your hind in the coffin today. You add all of the evilities of the class you selected visions of the past for to your list of available evilities to purchase at normal price. In addition, you gain the starting evility of that class.

**Green Slime**

Classic gelatin, you are green, drippy, and lime flavored. You are prominently featured on a kid's channel as well often seen leaping upon people from high above. When you make a successful swallow whole attempt, you deal 1d4 constitution damage to any creature within you. You heal 1 hp per hit dice for every 2 points you deal.

**Green Thumb**

You gain the Plant domain. You can use all of the plant domain's abilities as a Cleric of your Flora beast levels. The spells get added to the list of techniques you can perform. Save DC's for abilities are based off of your Dexterity modifier instead of Wisdom.

**Gremlin**

You like eating after midnight and having wild pool parties, you never invite anyone, but for some reason the pool's full by the end of the night. Whenever an attack fails to damage the Red Imp, whether due to the attack result being too low, a miss chance, or a failure to penetrate DR, the Red Imp can redirect the attack to any target that was in range of the original attack (if any). The attack can't be redirected against the original attacker.

The attacker rolls a new attack and damage roll against the new target, and is considered to possess the Improved Critical feat for the redirected attack. Red Imps delight in using this ability to force creatures to destroy their own prized possessions.

**Grimalkin**

You have honed your little kitty paws to use weapons other than fish and string. You can choose to wield a Katana, Nunchaku, Flail, or Fishing pole as your monster weapon. You must also take a technique that can be performed by the weapon when you choose a monster technique and lose all access to your normal monster techniques other than magichange techs.

**Guardian**

You were built as an awesome fortress, and you were also built to keep out rain and cold, but I don't see those leaks fixing themselves... You can choose to take 1/2 of the damage any ally within 100 feet would have taken. This bypasses any defensive abilities such as damage reduction that the gargoyle normally has.

**Gugalanna**

Descending from celestia, you are the big Bull on campus ready to take on anyone, even THAT ONE GUY. Also your wife is the goddess of the Underworld, Love, beauty, sex, and war, whaaaat, you know she’s a bad bitch. The Evil Eye adds Legendary Battle Aura to it’s list of techniques that it can perform, and it adds the spells shock Shield, Call Lightning and Call Lightning storm to It’s list of techniques that it knows. Whenever the Evil Eye activates it’s chakras, if it activates it’s 1st chakra it can spend technique slots to cast shock shield as part of it’s activation. If it activates it’s 3rd chakra it can cast Call Lightning as part of it’s activation. If it opens it’s 5th chakra it can cast the spell Call Lightning Storm as part of it’s activation. If it open’s it’s 7th chakra it can activate the technique Legendary battle Aura as part of the ability. By spending the technique slots a creature opening all 7 chakras at once could cast all 3 spells as part of it’s activation.

**Humbaba**

You have a face of coiled meat (Ew) And The power of Beef (?) on your side. Nothing can stop you, not even THAT ONE GUY. You’ll go down in history as the first monster to have ever been monstrous. The evil eye can treat an enemy struck by it’s glare attack as if it had struck a prismatic sphere. To determine which effect it has, roll 1d8, and re-roll any results of 8. In addition this feat counts as the feat Orc King for an Evil Eye to qualify to take levels as the Nether Noble Monster Prestige class.

**Hathor**

There’s no de-nile here, you’re the mother of moo and you know it’s…. troo. The Evil Eye gains the Death sight ability of a Shinigam of it’s Evil Eye level, using it’s wisdom modifier to determine the number of times the ability can be used.

**Hastur**

You are incredibly fond of the color yellow, and you wear only the latest fashions that people are dying to wear. You are prone to great outbursts of random Iambic Pentameter. When you show up at parties, it often goes un noticed, however when you reveal your presence things tend to get pretty crazy. Gain a bonus to perform checks equal to 1/2 of your Character level. In addition, you add the spells Symbol of Pain, Symbol of Death, Symbol of Stunning, and Arcane mark to your list of techniques known.

**Hecate**

You have learned the power of three. The sacred number found in all things and as such your power has increased in triplicate. Everything comes in threes. Death, Luck, Boobs. Wait. Three times per day, when making a d20 roll, roll 3 times and take the best result. If the number rolled ends in a 3 (3 or 13) It's considered a critical success.

**Heart of a Man**

Be a man! You must be swift as a coursing river! With all the force of a great typhoon! You must be strong as a raging fire! Mysterious as the dark side of the moon! You gain a +2 bonus to any one ability score.

**Hell Hound**

You breathe fire and you leave the biggest dookies on the front lawn. You also deal 1d6 fire damage on a natural attack.

**Hell's Quarterback**

The bones in your head are so thick they're like a helmet, and you can throw a football to another stadium when you're really feeling it. Gain access to the Bull Rush combat maneuver.

**Hit Me**

No matter how many purple nurples you’ve received, you will always stand strong and endure the twisting pain. You gain a Permanent +2 Bonus to your Constitution score. Also helpful for eating contests, and Bitch Slapping competitions.

**Head Orc**

You are not the leg or the arm Orc, but you are the Head orc. You lead small armies and yell loudly at parties. You do not die, until your hit points reach negative 2x your constitution score.

**Heaven Fox**

You once went on a dangerous rampage through the world and were only stopped by a Ninja king who sealed you inside of a baby for 19 years. You gain access to the Luck Domain and all of it's powers as if you were a Cleric equal to your Kitsune level. You add it's spells to the list of spells you know. You can select any of the subdomains if you'd like. You use your Charisma modifier instead of your wisdom modifier for these abilities.

**Hold On**

Your fingers are like grappling hooks and ladies always feel REALLY strange when you cop a feel. You gain the grapple combat maneuver... Imma call you GRIPPLY.

**Hot for Teacher**

You wear sexy glasses and the tightest tights, and when you bend over to pick up the chalk you dropped, everyone loses their minds. All bonuses to Charisma are instead a boost to your intelligence. In addition, you use your intelligence for your spells, techniques, class abilities, and Succubus Evilities instead of Charisma.

**Hot Stuff**

You sexy thang you~ You possess a certain charm that others find attractive, whether it’s a beautiful personality, a spankin' Booty, Great boobs, or some sort of strange Moe’ personality, you have what it takes to drive people wild. You gain a Permanent +2 bonus to your Charisma Score. Now go on with your bad self.

**Hornbuckle**

WHO!? The Zombie can choose for his natural weapon to take the form of a spiked chain and is treated as if he were proficient in it. The Zombie can make Disarm and trip attempts without provoking attacks of opportunity, and his reach increases by 10 feet.

**Horus**

A master of the sky, you are a legendary egyptian god that controls the wind amongst other things. Get called "Whore-Us" by Anubis. You gain access to the Air Domain and all of it's powers as if you were a Cleric equal to your Anubis level. You add it's spells to the list of spells you know. You can select any of the subdomains if you'd like. You use your Charisma modifier instead of your wisdom modifier for these abilities.

**Hydra**

You stick your nose where it doesn't belong... mostly because if you lose it you can grow it back a few moments later. The Two Headed Dragon gains Regeneration 5 overcome by fire. When a Two headed dragon's head is destroyed, it regrows in 1d4 rounds. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire. If the Hydra takes enough damage though it will still die normally.

**Hyper Intelligence**

Your brain is always racing despite your physical supremacy. You just can't understand why you're so damn smart! Never fear, you can now use Magical monster weapons and your martial knowledge skill is changed as well.

**Idiot**

I'M not the idiot, YOU'RE the idiot. You gain the ability to cast touch of idiocy 4 times per day. This can be selected multiple times, each time it is selected, you can use the spell an additional 4 times.

**Immortal Fox**

Foxy never dies, and you are proof that you can look good for an eternity without bathing in the blood of young virgins. You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability. In addition, you gain additional hitpoints equal to twice the number of heritage powers you've gained. (Not the number of different powers, but the number you gained them on your level table).

**Improved Beam Clash**

When someone fires a huge beam of energy at you, the only answer is to retort with your own beam of energy, allowing them to clash in the middle and hopefully explode and knock everyone over. Don't forget to mash the button real hard so you win! This works like Beam Clash, however it can be done as an instant action.

**Improved Breath of the Dragon**

Your Breath has increased in magnitude. In secret telling rumors, your right guard has gone left, and your band is playing a song that was funky to death. Your breath kicks like Bruce Lee and Jim Kelly. Even if you do Brush, and brush, a sprinkle a day doesn't last for an hour.

Whenever you use your Dragon's breath granted by the breath of the Dragon feat, or a Breath Technique, you gain the following effects depending on your domain. If you possess more than one, you can select this multiple times, selecting a different domain each time.

*Fire Domain:* A fire dragon can incinerate creatures in its fiery breath. A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (using the breath weapon's DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through *true resurrection* or similar magic. The dragon can then take a full round action to eat the ash to heal a number of hitpoints equal to 1d4 per hit dice the creature possessed.

*Fire Discipline:* A Firey Discipline dragon can breathe a cone of lava instead of fire. The damage is unchanged, but the magma clings to those it damages, dealing half damage each round thereafter for 1d3 rounds. After this magma cools, it crumbles to dust.

*Ice Domain:* An Ice dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does. This increases to a 50 foot radius at 12th level.

*Frigid Discipline:* A Frigid Discipline dragon can breathe a cone of Liquid Nitrogen instead of frost. The damage is unchanged, but the ice clings to those it damages, dealing half damage each round thereafter for 1d3 rounds. After it heats, the creature thaws back to normal.

*Air Domain:* An Air Dragon's breath weapon creates a cloud that persists in its cone shape for 1d4 rounds. Treat this cloud as a *fog cloud* that deals electricity damage equal to half the Dragon’s breath weapon damage to any creature that ends its turn still within the cloud (Reflex save halves the damage—DC equals the dragon’s breath weapon save DC).

*Good/Holy:* A Holy Dragon's breath weapon creates a burst of holy damage. Half of the damage dealt with the dragon's breath is holy damage.

*Water/Oceans:* An Ocean dragon’s Breath weapon is so laden with salt and acidic crystals that every time it strikes a creature with one of these attacks, the target must make a Fortitude save (DC equals the dragon’s breath weapon save DC) or be stunned for a round from the pain.

*Earth:* An Earth dragon can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half the dragon's breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a *gust of wind*, disperses the cloud in 1 round.

*Raging Discipline:* A Raging Discipline Dragon who uses his breath weapon Deafens foes for 1d4 rounds and stuns them for 1 round if they fail a fortitude saving throw of the same save DC as the normal breath weapon.

*Astral Discipline:* Instead of dealing damage, an Astral dragon can breathe a 30 foot cone-shaped suffocation effect. An air-dependent creature that fails its Fortitude save suffocates for a number of rounds equal to the dragon's Astral Dragon Level. The save DC is the same as the breath weapon save DC.

*Diabolic Discipline:* A Diabolic dragon can breathe a cone of shadowy death. Creatures who fail a Fortitude save of the same DC as the normal breath weapon, are blinded for 1d4 rounds and take 1 point of Str drain per level in the greatwyrm class. A successful save negates the blindness and reduces Str drain to 1d4 points.

*Alpha Draconis:* Your Breath effects are considered Extraordinary effects instead of Supernatural now.

**Incubus**

Though you're tiny and funny looking, there's just something about you that turns the ladies on. You also have learned the dark arts of ripping apart souls. You deal an additional amount of damage equal to 1/2 your level when you land a critical hit. Creatures who suffer this damage must make a fortitude saving throw DC: 10+1/2 level +Relevant modifier or be sickened for 1d6 rounds.

**Inured to Energy**

You take lava baths before tasing yourself in the crotch 50 times. Regardless, when you take this, one energy resistance type of your choice increases by 5. This can be taken multiple times but never for the same energy type.

**Kaiju Toughness**

You only cried a little when you stubbed your toe on the Christler building. Gain +2 hitpoints per hit dice.

**Killer Puppet**

Ada Due Damballa, Give Me The Power I Beg Of You Leveu Mercier DePou Shiou Sacouse Entiene LeDevou DeMobocheu Adaleu Bwaseu Damballa. In other words, you gain DR 5/Adamantine.

**King of the Monsters**

Whether it's the Patriarch of the Pterodactyls or the Lord of the Lizards, you are the true king of the monsters. If anyone questions you just show em all 33 of your movies, your countless video game tie ins, and the huge amount of merch you have layin around. You gain a +2 bonus to all d20 rolls vs. other Kaiju, and creatures of colossal size. Once per day, creatures effected by your deva feat that fail their saving throw take damage as if you had struck them with one of your natural attacks.

**Knight of Cydonia**

The Baciel Gains 1 point to it’s Cybertech core, and selects a single 1st level deed from the gunslinger deed class feature. Any ability that requires grit can use a point from the Baciel’s Cybertech pool. This can be selected multiple times, each time selecting a different 1st level gunslinger deed and gaining 1 point. The Baciel now can select other deed or grit feats and use them in the same way.

**Lament Configuration**

The box. You opened it. We came. Now you must come with us, taste our pleasures. No tears, please. It's a waste of good suffering. We have such sights to show you! You gain access to the Evil domain with the Kyton Subdomain. You gain all of it's abilities as if you were a cleric of your Leotaur level. You also add the techniques to the list of techniques known.

**Leap Through Multiple Dimensions**

Sometimes you just can't pick where to go, and when you do, you're still not sure if it was the right choice, but when you do choose, you arrive in a grand fashion. when using a spell or technique that moves you instantly like Teleportation or dimension door, you can spend 2 points from your calorie pool to create an explosion upon your exit. This deals 1d6 damage per 3 levels in Hundred knight (Max 6d6). A reflex saving throw DC 10+ Your strength modifier+ 1/2 your class level halves the damage.

**Leviathan**

You are destined to help the world end, and stand supreme as a horrid beast during ragnarok. Also you have no gag reflex. You gain the swallow whole ability.

**Lich**

You have an awesome magic book that you keep your special secrets in. Also, porn. 3 times per day you can make a touch attack DC: 10+ 1/2 HD+ Cha mod will save or the enemy is paralyzed for one minute per level.

**Lilim**

Every day one of your sisters dies, but you avenge them by eating babies. Just kidding, you really just like to annoy babies until they cry. Parents hate you but can never find you. You gain telepathy out to 100 feet.

**Lingering Phantasm**

Your ghostly abilities linger long after you have left... or have you even left? The ghost could be anywhere, even RIGHT BEHIND YOU. You can spend time to haunt areas with your necromantic powers. By spending 1 hour in an area, you can spend an amount of hl or mana to create a haunt. The cost is equal to the XP value listed on the haunt. You can also add the Haunt templates by increasing the price. Like summoned creatures, Haunts don't grant any additional XP from being defeated when they're created in this way.

**Lingering Acid**

Life is temporary, acid burns last forever. Whenever you utilize your acid touch ability, you can expend two uses to cause it to linger. On the following round the creature will take ½ of the damage you had dealt the first round, and on the third round they will take ¼ of the damage that was dealt the first round.

**Lingering Toxicraft**

The Moth man’s poisons can be made to be permanent. The Moth man’s toxicraft pool does not recover the points spent on the poison until the poison is used, however the poison will otherwise never lose its potency.

**Lt. Rabbit**

Also known as a Runbun, you are one of the fastest guys this side of the netherworld. Three times per day, you can gain a bonus move action in a round.

**Mad Jester**

You are a quick and funny little man, evading the bricks that people chuck your way. You gain the evasion ability.

**Mancubus**

You are the MAN and you hit like a BUS! The Baciel gains 5 additional hitpoints for every cybernetic implant they have, as well as 1 additional point for their Cybertech core for every cybernetic implant they possess. The Baciel also gains the additional hitpoints from possessing the Cyber Demon, Cyber Mancubus, Salvo, Greater Salvo, Paragon Salvo, Knight of Cydonia, and Cyber Demon feats.

**Man-Eater**

I wish I could say your bark is worse than your bite but seriously... you're a goddamn vampire tree. You deal 1 con damage on a natural attack. This heals you for 1 hp per level.

**Mana Slime**

Your slimy bod comes from the slimiest depths of the slimiest depths. You are where magic originates, and all the other slimes are jealous of how green you are. Your body is made of mana. Whenever you deal acid damage, your damage is 1/2 acid and 1/2 fire. In addition, you take no damage or side effects from mana poisoning, but can still be healed by mana pools, however you only gain 1/4 of the mana granted from mana feats or bathing in mana pools.

**Manysoul Knight**

Your body is made up of thousands of souls, none of which can agree on which channel you should watch or what to have for dinner tonight. You can call up your ancient heritage and memories of battles long since passed, and learn new techniques. You can learn techniques of the Axes/Hammers/Flails, Blades Heavy, and Polearms/Spears weapon type, however you are treated as being 8 levels lower in a humanoid class to learn the techniques.  (So a 9th level Hundred Knight would be able to use 1st level techniques from those types).

**Massive Attack**

You’ve been putting out tunes since the 80’s and may or may not be the most famous street artist of the 21st century. Whenever you make an attack as a standard action, it targets 1 other adjacent creature to the initial target, applying the same attack roll and damage roll to the creature if it successfully hits. This also applies to techniques or special abilities that require a single attack roll and take a standard action to use.

**Matango**

You waddle around, groping at Japanese women in a black and white movie, hoping one day you'll be digitally remastered. You can use the spell lesser confusion 3 times per day as a spell like ability using your level as the caster level and using your constitution as your relevant modifier.

**Meaty Interior**

You may have a tough, rocky exterior, but inside, you're a real softie. And by that, I mean you are packed to the gills with ground beef. Why. Why would you do that? You can be effected by spells that only heal living creatures normally. If you are healed by a spell such as heal or Giga heal that heals with purely reconstructive magic, you heal an additional +1 per level.

**Medicated Toxins**

Big Pharma just got bigger. Your poisons have evolved. You now become immune to medical poisons, and you can create medical poisons as the Nether Nurse prestige class with your Toxicraft ability, however the cost to create them is doubled.

**Messenger**

Snow, Sleet, or hail, you fly through the netherworld delivering the letters filled with the most heart. Your move speed increases by +10 feet, this bonus increases by another +10 feet at 10th level. This can be taken up to 3 times per incarnation.

**Mecha Kaiju**

What's better than a giant monster? An american made robot knock off of that monster! You can even go trash the city and blame it on him now! Who are they gonna believe? Yeah, didn't think so. Gain 1 Powered suit upgrade, using your Kaiju level -2, or ½ of your Baciel level, as your Powered suit level.

**Mischief**

You appear everywhere and cause trouble. Some call you misfortune, and others call you a prankster, but in the end, you are just Mischief. In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can *teleport* up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Charisma modifier.

**Mizuchi**

Your fangs are legendary and you poison the lives of the poor sailors you come across. You gain a poison bite attack 3 times a day. It deals 1d4 dexterity and 1d4 constitution damage, and the save is 10+1/2 level+ Dexterity modifier.

**Moab**

You are part of a millitia of Orcs that have cast aside their monstrosity to learn new and powerful battle methods. You can choose to wield Crossbows and firearms heavy, Axes, or Heavy Blades as your monster weapon. You must also take a technique that can be performed by the weapon when you choose a monster technique and lose all access to your normal monster techniques other than magichange techs.

**Monster Zero**

Like a burning blast of cosmic fire you emerge from the sky screaming like a demon and unleashing gravitonic hell upon the unsuspecting masses. With a single flap of your wings you could end the world but you have to convince your other two heads to stop arguing first. Must possess multiple heads and multiple beam weapons. This allows you to fire both beam weapons as part of one action. This can be done for up to 3 beam weapons if you have 3 heads.

**Monstrous Finesse**

You are so flexible it's... unnatural. You add your dexterity modifier to damage from weapons that you use for weapon finesse instead of your strength.

**Mythic Fox**

Better than a normal fox, you're one that has stories told about you. You gain the scent ability as well as a +2 bonus to reflex saving throws.

**Nebiros**

You are the deadly witch doctor that crafts the bodies of darkness. And as such you gain a +4 on all craft checks you perform.

**Neuntoter**

3 times per day you can release an aura of contagion out to 30 feet as a swift action. Creatures in this aura are effected by a contagion spell using your charisma modifier as the relevant modifier. This aura lasts until the beginning of your next turn.

**Nidhogg**

Clawing away at the roots of the tree of life, you are a draconic douche among douches. You have absorbed some awesome power however and can use a Breath weapon based monster technique once per day for free, This includes the techniques, Elemental Breath, Dragon Missile, Colored Nova, Dragon Nova, and Draconic Ultimate. This technique cannot be effected by meta magic feats.

**Nightmare**

You wisp through the dreams of others, stealing away happy thoughts and puking out those more vile. You are the reason for many children wetting the bed and because of that you smell like a urinal. You gain the smoke supernatural ability usable once per day as a free action.

**Nightshade**

You are a powerful nightwalker, a ghost among ghosts and your mere touch is enough to drain the strength of a warrior. You deal 1 strength damage on a natural attack. This damage heals 1 hp per level.

**Nymph**

Super sexy fey creatures who like to have bikini parties. You can often seduce people into giving you stuff and using this ability, you can escape into the night afterwards. As a standard action, a Fairy can stun a creature within 30 feet with a look. The target must succeed on a DC 10+ 1/2 fairy level+ Charisma modifier Fortitude save or be stunned for 1d4 rounds.

**Nuclear Dood**

The kids in your neighborhood back in Hades thought it was fun to stuff you full of Nitro Glycerin and push you down the stairs. As such when thrown you deal an extra amount of damage equal to your dexterity modifier when you explode. Stupid Kids.

**Observer**

You watch from the shadows, and oftentimes steal your neighbor's cable for years without them knowing. You add your dexterity bonus to all perception checks you make. In addition you are always effected by an arcane sight spell. At 8th level it becomes greater arcane sight.

**Old Sage**

You are chock full of strange wisdom and dating advice, you also have a part time job writing the stuff inside of fortune cookies. You gain a Permanent +2 bonus to Wisdom. Confucius say, Squirrel who climbs up skirt, finds no nuts.

**One with the Elements**

You can gain a further increase by 5 of your energy type chosen before.

**Orc Captain**

You are a leader among orcs, controlling all of those other idiots is an angering profession however. Whenever you take this feat you gain a barbarian rage power you qualify for. This can be taken multiple times, each time gaining a rage power.

**Orc King**

Your Orcship has sailed into royal territories and granted you some awesome servants. Your cohort from Leadership can be an Orc, two levels higher than most cohorts.

**Orc Master**

You have mastered your arts of fighting and have honed your ability to not be bacon. With a weapon you have taken the prerequisites for, you gain a +2 bonus to attack and damage.

**Orc Siege Engine**

This little piggy went to market, and this little piggy stayed home, This little piggy had a ballista, and this little piggy commanded a fleet of catapults. You gain proficiency with siege engines. In addition, you are treated as 2 size categories larger for the purpose of taking penalties when wielding a siege engine. Finally, you are treated as 4 members of a crew for the purpose of using the weapon in battle.

**Ochre Jelly**

Gooey and yellow, no one is sure if you are lemon or mustard flavored and no one wants to find out. Whenever you are defeated, you split into two small oozes with an amount of hit points equal to your constitution modifier, but otherwise identical to yourself. If the oozes are destroyed you are defeated as usual, but if you survive, you can have both ooze take a full round action to fuse back together and become whole again, granting you a number of hitpoints equal to their combined total. The Ooze cannot receive magical healing while in this form unless the separate slimes meld back together.

**Owlbear**

Half owl, Half Bear, all claw and murder. You gain a Climb Speed of 30 feet and Darkvision out to 120 feet.

**Paw Land True**

You have been chasing that little red light for your entire life, and your training has led to this. Today, you will catch it. 3 times a day, you can use true strike as a spell like ability.

**Paragon Beam Clash**

You are the best at clashing beams. They told you don't cross the streams but you took that as a personal challenge and now here we are. Welcome to the Apocalypse boys. This works like Beam Clash, however it expends an attack of opportunity instead of an instant action. Alternatively, you can use your beam weapon as an attack of opportunity. Doing this increases it's cooldown duration  by 4 rounds and lowers the DC by -10. If you possess the feat Smash from the air, you can use your beam clash ability against projectiles and rays flying at you instead of just lines and cones.

**Paragon Breath of the Dragon**

Whenever you use your Dragon's breath granted by the breath of the Dragon feat, you gain the following effects depending on your domain. If you possess more than one, you can select this multiple times, selecting a different domain each time.

*Fire Domain:* A Fire Dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per 2 Dragon levels. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

*Fiery Discipline:* A Fiery Discipline Dragon can spit lava onto a target within 120 feet, dealing damage normally for its breath weapon. This magma cools instantly—it does not continue doing damage at this point but does entrap the victim (DC equals the dragon’s breath weapon save DC, 3d6 minutes, hardness 8, hp 45).

*Ice Domain:* An Ice dragon can use this instead of it's breath weapon. It is similar to an *acid fog* spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a *grease* spell. The dragon is immune to the *grease* effect. The save DC is the same as the dragon's Breath Weapon

*Frigid Discipline;* A Frigid Discipline dragon can choose to instead of doing damage, force the enemy to make a Fortitude save (same DC as the dragon's breath weapon) or be petrified as the *flesh to stone* spell.

*Air Domain:* An Air dragon can use its breath weapon to create a storm of lightning. This functions as *call lightning storm*, but the damage is equal to the dragon's breath weapon. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the dragon's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.

*Good/Holy:* Your breath weapon also creates the effects of a Holy Ice spell, using your level as your caster level.

*Water/Oceans:* An Ocean Dragon can cause the sea to rise up and crush his enemies as a standard action. This affects an area of coastline 120 feet in length and targets all creatures within 40 feet of the shore—treat the targets as if struck by an avalanche (*Pathfinder RPG Core Rulebook* 429). Treat all creatures as if they were in the bury zone. The save DC to halve this damage is equal to the dragon's breath weapon DC. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits.

*Earth:* An Earth dragon can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 5 feet per Level of the Dragon Shroom. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon's breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface

*Raging Discipline:* A Raging Discipline Dragon can choose to deal no damage with its breath weapon. Instead, living creatures that fail their saving throws against the breath weapon must each succeed at a Fortitude saving throw or be reduced to –1 hit points. This is a death effect.

*Astral Discipline:* An Astral Discipline Dragon can choose to deal no damage with its breath weapon. Instead, Effecting creatures in the Breath Weapon's line with a Psychic Crush V spell of the same saving throw DC.

*Diabolic Discipline:* As a full-round action, A Diabolic Dragon can burrow through the ground up to twice its land speed. At the end of that movement, if the dragon has use of its breath weapon, it can emerge from the ground spouting disintegration in a 30-foot-radius burst, dealing damage as the breath weapon.

*Alpha Draconis:* A creature that fails its saving throw against a The Alpha Draconis' breath weapon emits light (as *faerie fire*) and is dazzled for 1d4 rounds. If the Alpha Draconis is 15th level or higher, the creature is also confused for 1d4 rounds.

**Paragon Salvo**

You let loose with an absolute all out attack. The only thing getting solved is the mystery of why you didn’t do this sooner! Whenever the Baciel casts magic missile for any reason, the cap is 7 missiles at 13th level, and the damage is 1d6+2 instead of 1d4+1 per missile.

**Paragon Visions of the Past**

When you have flashbacks MAN do you have flashbacks… Whenever you select this feat, you gain access to the unique techniques of that class if it has any, and you can learn and perform them as if you had levels in that class. If they are learned automatically you gain them immediately. In addition you can now select another class. This one can be a base class or a prestige class. You now are treated as having your own level -4 in that class for the purpose of qualifying to select feats from that class.

**Petite Orc**

You hate being called tiny, but in all actuality you are pretty damn short. You gin bonuses to your attack and armor class as if you were one size category smaller than you actually are.

**Peryton**

Fluttering over your enemies, being pooped on is the least of their fears. As a free action, a peryton can make a ranged touch attack by flying over a target—the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a DC 10+ 1/2 HD+ Con Mod Will save or become frightened for 1 round. This is a mind-affecting fear effect.

**Pixie**

A tiny invisible fairyfolk, or a cute and stylish haircut. Take your pick. You can make yourself Invisible as a swift action for a number of rounds per day equal to your Fairy level. These rounds do not need to be consecutive. This otherwise functions as *greater invisibility.*

**Polyhymnia**

You have learned to avoid the world, and are probably better off doing so. You feed off of solitude and as such have gained untold power in the process. Gain the Solitude domain and it's abilities as if it were one of your other domains.

**Point Pleasant**

Not so pleasant anymore now are you? The Moth man gains a fear gaze attack. The range is 30 feet, with a Will save to ignore the effects. The DC is 10+1/2 level+ Dexterity modifier negates. A creature that fails a save against this attack becomes shaken for 1d6 rounds. A creature currently suffering from a fear effect that fails this save instead takes 1d4 points of Wisdom damage. This is a mind-affecting *fear* effect.

**Potara**

The earrings are kind of tacky, but I guess they at least serve a purpose. When fusing with another monster, you and your ally use whichever score is highest, or add your scores together and divide by 2 as usual, whichever will get you the better result. For instance, if a creature with 40 strength and a creature with 10 strength fuse, they would have 25. Whereas with this feat you would have 40. In addition when fusing, you gain the Advanced creature template for it's duration.

**Possessed Doll**

You watched the movie Annabelle once and you got some pretty rank ideas on how to screw with the world of the living. They especially hate that thing you do where you move closer when everyone looks away. Seriously it’s creepy. After selecting this feat, monsters of the ghost or Grudge Specter archetypes can take levels as a Marionette and vice versa. When taking levels as the other class, you gain the new racial bonuses and the racial type change as well as the starting evility. Otherwise this works like normal multi-classing.

**Pvt. Rabbit**

Your title may be private, but the damage you deal is going to be known by everyone. If using the spring attack feat, you deal an additional +2 damage dice of damage and the enemy must make a Reflex Saving throw DC: 10+ 1/2 Rabbit Knight level+ Dexterity modifier or be knocked prone.

**Reaper of Sows**

You gain proficiency with Scythe weapons as if they were a monster weapon. You also gain the ability to select blade techniques instead of Nethernoble techniques at levels when you would gain a Nether Noble Technique.

**Red Blob**

Deliciously cherry flavored, gluttonous demons chase you all day long wanting to consume your life force. Whenever you use your swallow whole ability, you gain a +4 bonus to the CMB roll. In addition this increases the size of creature that you can swallow by 1 size category. Creatures within you are effected by a suffocate spell with a save DC of 10+1/2 level+Constitution modifier to avoid it’s effects.

**Reign of Fire**

You may not be quite as big or destructive, but you'll show em. Open up your mouth and let em know why you should be called a Kaiju too. The dragon can gain one of the Kaiju Specialization Beam weapon abilities of the Kaiju prestige class that applies to their breath of the dragon. The Dragon can take this multiple times, each time selecting another of the Kaiju's Beam weapon abilities.

**Reptoid Alien**

You have taken over our world and have inherited all positions of power with your shape shifting ways, manipulating humans and twisting their goals to meet your own. Thanks Obama....  You can assume the appearance of a specific single Medium humanoid. You always take this specific form when you use this ability. The Creature gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as *alter self*, except the creature does not adjust its ability scores. An Alpha Draconis can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.

**Reshep**

Possessing a benign influence against hindering capabilities, you are a god of protection who watches his ally's backs. Allies within 5 feet of one of your Eye motes gains a +1 bonus to saving throws against effects that stun, sicken, nauseate, or stagger. This bonus increases by +1 for every adjacent Eye mote.

**Rifle Demon**

Your rage is unbridled, but all of those anger management classes have shown you that if you can focus your rage, you can be a better person. You gain the Nanite Surge ability of the Android race.

**Reincarnated Blade**

Monsters who reincarnate into humanoids can use their monster weapon as a weapon of their choice for performing weapon techniques. Humanoids who become monsters can use a normal weapon as a monster weapon for the purpose of performing techniques as well. When using a monster weapon as a manufactured weapon, you must select which kind of manufactured weapon, and you can only use the monster weapon for those kinds of techniques, if using a manufactured weapon as a monster weapon, you must select a single kind of manufactured weapon to use. You can select this feat multiple times, each time for a different weapon.

**Revenant**

You have cybernetics in your blood and a need to feed. Must be on your mom’s side of the family. Whenever you select this feat it counts as one of the following Monster feats. Turbo Overdrive, Cyber Dragon, Cyber Demon, Mancubus, Cyber Mancubus, or Mecha Kaiju. You are treated as a Baciel for the purpose of selecting this feat. This feat can be taken multiple times, each time selecting a different option.

**Salvo**

Unleash HELL. A Baciel with this feat can cast magic missile with his Cyber tech core without spending a point from it. The Baciel can cast Magic missile at will so long as he possesses at least 1 point in his pool.

**Samael**

You sit atop your throne of skulls as the true god of death. 3 times per day, you can add the spell Finger of death to one of your normal attacks using your level as the caster level.

**Sea Dragon**

Diving beneath the waves, you are a master of the sea and no fisherman can lure you in. You gain freedom of movement so long as you are in water.

**Set**

A God of Chaos with... wait... I already used that description... wait... isn't this guy already a feat? Weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your character level. You can use this ability four times per day.

**Seth**

A God of chaos with many pictures of yourself etched into old funny looking wall carvings, you are a master of destruction. You gain access to the Chaos domain and all of it's spells become techniques you can perform.

**Sex Drive**

Your Libido is 100x larger than a normal person's and you sometimes crotch thrust without even realizing it. You gain access to the charm domain with the lust sub domain changing some of it's abilities.

**Sgt. Rabbit**

You have no respect for the Geneva conventions and will use anything at your disposal to bring the war to a brutal, poison fueled, napalm soaked end. You gain a poison ability. This can be applied to an attack as a free action a number of times per day equal to your dexterity modifier.

**Injury:** *save* Fort DC 10+ 1/2 Rabbit Knight level+ Dexterity modifier; *frequency* 1/round for 6 rounds; *effect* 1d2 Wis and 1d2 Cha (or intoxication); *cure* 2 consecutive saves.

**Shin Breath weapon**

You let lose a blast of energy that is not only awe inspiring but also sort of uncomfortable as it invokes conflicting feelings by depicting scenes alluding to past nuclear atrocities committed against mankind.... By spending a full round action, when using your beam weapon, you can do it's usual effects, and then in the following round use it as a line with double it's cone range and it's save DC is -10. This increases the cooldown time by 4 rounds. Alternatively if you have a line breath weapon, you can do the same, firing a cone of half your line's length in the following round.

**Shining Finger**

This hand of yours burns with an awesome power and it's telling you to defeat them! Now give it your all! Your Love, Your Anger, and all your sorrow! You can expend your Beam attack or Breath weapon and channel it into your hand. When you make a melee attack with your natural attack, you can release the breath weapon into that creature. This deals your normal melee damage as well as your breath weapon damage, and they gain a fortitude saving throw vs. the Breath weapon instead of a reflex save. This only targets one creature, even if your attack would have targeted multiple creatures such as a part of a technique.

**Short Stack**

You may be short, and you may look childlike in the face, but you are stacked like someone twice your height. You pack a little in the front, but a lotta in the back. There's junk in the trunk, but one man's trash is another pirate's booty. Someone better get you some syrup and butter stat because no other short stack can compare to your fluffiness Save for some hearty pancakes. Your size category is treated as one size category smaller for the purpose of determining your bonus to armor class, attack rolls, and actual size description, and you are treated as one size category larger for determining the area you take up, and your bonus to CMB and CMD as well as size dependant damage on CMB attacks such as constrict, trample, or overrun. Your actual size and weapon damage remain the same size. The space you take up only applies to creatures attempting to squeeze in your square, push past you, determine when you strike a wall or the ground when taking falling damage or being bullrushed, or being effected by a beneficial touch attack. your target is. This can be taken up to 3 times, it's effects stack.

**Signature Move**

Everyone's seen it, and everyone's waiting to see it again, it's your thing, YOUR SIGNATURE MOVE! Pick a Calorie Burn that you have access to and that you must spend calories to perform. You can perform this calorie burn for 1 fewer calorie (minimum 0). If the amount of calories needed to perform the calorie burn is reduced to 0, you can perform this calorie burn for the normal action cost as long as you have at least 1 calorie point.

**Silence is Golden**

But Duck tape is silver. Your silence evilty extends to 10 feet rather than just 5.

**Sky Fox**

Like a flying squirrel but much more foxy. You no longer take falling damage, as though you were constantly under the effect of *feather fall*. The Kitsune is no longer affected by altitude sickness or natural or magical wind. Additionally, you may use your Fly skill in place of Acrobatics when making jump checks.

**Slime Heritage**

Where do you originate? Were you a festering ooze that slithered from the deepest depths of the fetid swamps? A bubbling ick that crept from the arcane abyss? Or possibly just a heaping dollop of toilet gunk.

You gain specific abilities based on the Ooze type you select when selecting this feat. Select a single type from the list, and you gain the listed ability. This feat can be selected multiple times, however only once per reincarnation. Any of the abilities gained from this feat have a saving throw DC: 10+1/2 level+ constitution modifier.

*Animate hair:* You become a mass of furry fuzz. 3 times per day, you can climb onto and attach itself to a willing or helpless Medium or Small creature as a standard action, or they can make a grapple attempt against a creature that is still awake. The animate hair shares the same 5-foot square as its host’s space. This doesn’t negatively impact the host or the animate hair. Attacks that hit an attached animate hair deal half their damage to the animate hair and half to the host. The animate hair can be removed from its host with a successful grapple combat maneuver check against the animate hair’s CMD. The Animate hair can cast the spell Murderous command 4 times per day as a spell like ability. Finally, Animate hair can communicate empathically with a host it is attached to. This empathy allows the animate hair to encourage or discourage certain actions by communicating emotions and urges, and gains a +4 bonus to diplomacy checks against the creature.

*Carniverous Blob:* Carniverous blobs deal 1 dexterity damage to creatures struck by it’s natural attack, swallow whole, or Engulf. Whenever it deals dexterity damage, it heals 10 hitpoints for every point of dexterity damage it deals. Any excess hitpoints that it heals are retained as temporary hitpoints to a total of +50 hp. 3 times per day when a carnivorous blob takes damage, it gains an attack of opportunity against the creature so long as it is within reach. These attacks do not count toward the total it can usually take in a round.

*Colour Out of Space:* A colour’s touch causes a terrible disintegration of flesh and bone. The slime deals 1d6 disintegration damage to any creature it strikes or swallows whole. The Slime can deal disintegration damage on it’s acid touch as well if it chooses to. This damage increases by +1d6 at 10th and 15th levels. A creature reduced to 0 hit points by a colour out of space’s touch attack must succeed at a DC Fortitude save or be immediately slain and reduced to a pile of fine ash. In addition the Slime gains a fly speed of 30 feet with perfect maneuverability.

*Formless Spawn:* A formless spawn can hold itself so still that it appears to be nothing more than a puddle of tar or oil. When using this ability, a formless spawn can take 20 on its Stealth check to hide in plain sight as just such a puddle. While freezing, a spawn need not drink or eat. A formless spawn fills an area around it to a 10-foot radius with a writhing storm of black tendrils formed from its own amorphous body. These tendrils grant it a +5 deflection bonus to AC and other creatures in this area take a –5 penalty on combat maneuver checks. Freedom of movement grants immunity to this combat maneuver penalty, and the tendrils cannot penalize creatures that are gaseous or incorporeal.

*Globster:* You gain the Stench ability out to 30 feet. In addition, any creature struck by a hit from a globster must make a Fortitude save to avoid being sickened for 1 minute. Creatures struck by a critical hit are instead nauseated for 1 round. Finally, as a full round action that doesn’t provoke attacks of opportunity, the Globster can deal it’s normal weapon damage to it’s self, bypassing it’s damage reduction, and summon a normal Globster as per the creature in Bestiary 3. This can be done once per day.

*Gravesludge:* 3/day when a Gravesludge defeats a creature, it can effect it with an animate dead spell if it would like. In addition, Gravesludge gain a deflection bonus to armor class and reflex saving throws equal to their charisma modifier. Finally, the Gravesludge deals +1d6 negative energy damage whenever it successfully lands a natural attack on an opponent, or if the slime swallows the creature whole. The Gravesludge can also choose to deal negative energy damage in place of acid damage on it’s acid touch attack.

*Immortal Ichor:* The Slime gains the ability to cast Charm Monster 3 times per day. Any creature effected by the charm monster takes 1d6 points of wisdom damage. If the creature effected ever drops to 0 wisdom while effected, it is instead effected by a dominate monster spell. If a creature is slain that was dominated by the slime, they are re-animted as a juju zombie under the slime’s control.

*Brain Ooze:* 3 Times per day, the Slime can choose to release a neural pulse whenever they strike an enemy. The enemy must succeed in a fortitude saving throw or suffer 1d6 points of intelligence damage and be staggered for 1d4 rounds. Whenever it deals intelligence damage, the slime heals 5 hitpoints per point of intelligence damage dealt. The Ooze also gains a +2 insight bonus on initiative checks, reflex saves, and armor class, and cannot be caught flat-footed.

*Hag’s Eye Ooze:* Hag’s Eye Oozes can select a 1st, 2nd, and 3rd level spell that they can cast each once per day from the witch spell list. In addition they gain a +10 bonus to bull rush attempts, awesome blow attempts, and other attacks and effects that attempt to physically move them from their location.

*Oblivion Ooze:* Oblivion Oozes can cast the spell disintegrate 3 times per day. In addition they become immune to disintegration damage and gain +1d6 disintegration damage on their natural attacks. Oblivion oozes can deal disintegration damage on their acid touch, and whenever they gain the ability to heal from acid damage, they gain it for disintegration as well.

*Magma Ooze:* Magma Oozes deal +1d6 fire damage on all natural weapon attacks, in addition they deal 4d6 fire damage to any creature and weapon that strikes a magma ooze with a weapon. A fortitude saving throw halves the damage for the weapon. The Magma Ooze gains resistance to fire any time it gains resistance to acid, and eventually gains immunity as well. Magma oozes can use their acid touch to deal fire damage instead.

*Shoggoth:* Gain fast healing 10, and +5 to your reach. In addition 3 times per day as a free action you can make maddening sounds out to 60 feet. Creatures within the radius must make a will saving throw or be confused for 1d6 rounds. Every time a creature is effected it takes 1d6 wisdom damage.

*Tyrant Jelly:* Your damage reduction increases by 5, and you gain fast healing 5. 3 times per day whenever you suffer from slashing, piercing, or electricity damage, you summon an ochre Jelly within 10 feet of you. This is considered a summoning effect for the purpose of applying feats and abilities that improve summoning, however it isn’t an actual summoning effect as they emerge from you. This Ochre Jelly has fast healing 5. A Tyrant Jelly can spend a full round action to destroy any number of adjacent spawn to heal a number of hitpoints equal to the spawn’s total HP.

**Slippery**

You are like a bar of soap. Slippery and annoying to grab hold of. As such, you gain a continuous freedom of movement ability.

**Sneaky-dood**

Sneaky dood! Stealthy dood! Crunchy dood! Wait.. that's not right. The Prinny gains 1d6 Sneak attack that works like the rogue's sneak attack. The prinny can select this feat once for every 4 levels it possesses.

**Spandule**

Known to give WWII pilots and Willian Shatner a heart attack, you often tear apart winged machinery, even if just to get a rise out of someone. You gain a +4 bonus to disable device checks. When using disable device, you can choose to sabotage a mechanical object as a swift action. For every 5 points you beat the DC by, you deal 1d6 damage to the object that bypasses it's hardness.

**Special Built Body**

You were injected with awesomeness when you were little and because of that you are a mutant with adamantine bones... or something like that. Choose a type of material (Adamantine, Cold Iron, Silver, ect..) Whichever you choose, your weapons are considered that for overcoming damage reduction.

**Spectre**

You long for the living, and mostly want to suck the life right out of their skulls like a juice box. 3 times per day you can make a touch attack on a creature that deals 1d4 negative levels. The creature must make a fortitude saving throw DC: 10+ 1/2 HD+ Cha modifier to resist this. You heal 1 hp per 2 negative levels you inflict on a creature. Creatures that are effected must make another save 24 hours later or the negative levels become permanent .

**Spy**

You have slunk into every facility known to man, defeated a robot with a rail gun that can shoot to the moon, defeated an Asian guy with a bladed hat, and even magic cannot find you. You gain a +6 bonus against any saving throw that involves scrying or a creature trying to find your location, and if your saving throw bonus is 5 over the saving throw or higher you instantly cast the same spell on the creature at it's own saving throw.

**Strigoi**

You are a horrible undead master of darkness, sucking out a creature's life and filling it's body with a life you have crafted. You have the ability to create vampire spawn if you kill a creature with your bite attack. You can control one vampire spawn for every  point in your charisma modifier. The creature gains all of the abilities of the vampire race but it's intelligence score is 0 and therefore it is mindless and only follows the vampire's orders.

**Stonka**

With skin like bronze and feet like thunder, your beach bod is ready to impress. The Evil Eye’s natural armor bonus to armor class increases by +4. In addition it deals +1d6 sonic damage on all of it’s natural attacks. This additional damage is multiplied on a critical hit and on a vital strike.

**Super Gremlin**

I don’t know what a Super Gremlin is but I assure you it’s not something I want to see. As a swift action, you can gain an Aura of Unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, Imps, or Red imps. This can be used for 1 round per level, but these rounds need not be consecutive.

**Supreme resilience**

When facing off against a witch with fire hot enough to give a Fire Elemental a tan, sometimes you need some of that SPF 40K. Gain energy resistance that applies even if a creature has an ability that bypasses immunity. Select a single type of energy resistance or immunity that you possess. You gain Supreme resistance 10 in that energy type. This cannot be more than the energy resistance you already possess. if you possess energy immunity to a specific type of energy, this amount becomes resistance 15. This applies even when the ability would ignore or bypass your resistance. This can be taken multiple times, it's effects stack.

**Sylph**

not to be confused with the viewfinder that lets you see ghosts, you are a drop dead sexy fairy babe. No really, look in the bestiary. The Fairy gains the Wind Elemental Bloodline as if it were a Sorcerer of her fairy level. It gains the spells listed, the Bloodline arcana, and the bloodline powers, but not the class skill or Bonus feats.

**Tail-Ring**

Your cute and fluffy body has attracted fans from all around that like to give you gifts. Learning to accept all of these gifts you have adapted to using everything at once. You gain an extra ring slot located on your tail.

**Thick Skinned**

You ignore bullies and you have to cut about 3 feet in before you get blood. Any damage reduction you have increases by 2. This can be taken multiple times it's effects stack.

**Tiamat**

Queen of the dragons and she who allowed chaos to roll straight into existence, you are a scary bitch and rule over many dragons. You add the Summon Dragon spells to your technique list.

**Tie Shoe Laces**

You were a dick in school and still are. My chin's still shattered from last time. You gain the Trip combat maneuver.

**Thug and Mug**

You just can't help but mug people all frickin day. You robbed another and another and a sister and a brother. You can use the steal combat maneuver.

**Toxic Avenger**

You were 98 lbs. of solid nerd before you selected this feat. Select a single Vigilante Talent. This talent must be one available to the Avenger Vigilante. Your level is treated as your vigilante level for the purpose of meeting prerequisites to select it. The save DC is based off of your relevant modifier. This can be selected twice.

**Tutu**

Known as a master of demons and "He who comes when called" you are a destructive force on deadly wings when you enter the battlefield. When charging, you increase your damage dealt by +2 damage dice. If flying, and you drop at least 20 feet in altitude as part of a charge deals +4 damage dice instead on an attack.

**Undead Heritage**

Your family goes way back. Whether it's a family of chocolate cereal spokespeople, or a long lineage of cursed phantoms that walk this earth in search of their murderer, your family has some deep ties to death. Select a single creature from this list and you gain it's power. This can only be taken multiple times if you reincarnate into an undead creature and take this feat a second time.

If any of the abilities have a saving throw, the save is 10+ 1/2 Undead level+ Charisma modifier unless specified otherwise elsewhere.

*Mummy (Iron Will, Knowledge Religion 10 ranks, Hot Stuff):* All creatures within a 30-foot radius that see a mummy must make a Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting *fear* affect.

*Allip (Anubis, Ghost, Death, or Shinigami only)*: The touch of an allip deals 1d4 points of Wisdom damage (Will negates). A successful critical hit causes 1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip gains 5 temporary hit points.

*Attic Whisperer:* Any creature hit by an attic whisperer’s touch must make a Will save or lose its ability to speak for 1 hour. During that time, the creature cannot talk, cast spells with verbal components, use auditory bardic performances, or use any other ability that requires speech. Once an attic whisperer has stolen a creature’s voice, it can perfectly mimic that voice at any time, even after its victim’s voice has returned, and while using that voice can speak any languages the victim knew. Those familiar with an individual’s voice can make a Sense Motive check opposed by the attic whisperer’s Bluff check to realize a mimicked voice is inauthentic.

*Baykok:* A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via *raise dead* (*resurrection* and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by *haste*).

*Cursed King (Killrider only):* Your critical hit range is lowered by 1 (20 becomes 19-20), And you gain a +4 natural armor bonus.

*Crypt Thing :* Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all.

*Grim Reaper (Death, or Shinigami Only):* When a grim reaper gazes on a creature, it can see that creature's emotion aura and that creature's current health and overall well-being. This acts as the *status* spell, as well as the emotion aura aspect of the *analyze aura* spell. It can do this so long as it's death sight ability is active.

*Mohrg (Zombie or Nosferatu Only):* Your reach increases by 5 feet and a poison that lasts for 5 rounds, does 1d4 Dexterity damage, and 3 saving throws ending the effect.

*Pharonic Guardian (Anubis Only):* The pharaonic guardian's gaze attack allows it to read the minds of those within 30 feet, as per the *detect thoughts* spell with 3 rounds of concentration (Will negates). This is a mind-affecting *divination* effect. The pharaonic guardian gains a +4 insight bonus on attack rolls against foes whose thoughts it has read via its judging gaze ability.

*Ragewight (Zombie Only):* Most humanoids slain by a ragewight rise as cairn wights (though with chaotic evil alignments) in 1d4 rounds. However, humanoids with 6 or more Hit Dice and the rage class feature instead become ragewights, retaining the rage powers they had in life. Such spawn are under the command of their creator until its death, at which point they become free-willed undead.

*Wyrmwraith (Skeletal Dragon Only):* The Wyrmwraith can go incorporeal as a swift action for a number of rounds per day equal to it's charisma modifier. These rounds need not be consecutive.

*Wraith (Ghost only):* Creatures hit by a wraith’s touch attack must succeed on a DC 10+1/2 level+ Charisma modifier Fortitude save or take 1d4 points of constitution damage. On each successful attack, the wraith gains 5 temporary hit points.

**Turbo Overdrive**

You have nitrous in your blood and jet fuel in your sweat. You have a need for speed baby. You gain a Jetpack as a part of your body, as per the item and it’s treated as a cybernetic implant but does not take up one of your implant slots. The Jetpack's fly speed adds to your own.

The Jetpack uses 1 charge/round as per the technological equipment rules.

The jetpack can be activated as a swift action and grants a fly speed of 60 feet with poor maneuverability. If the wearer successfully hovers near ground level, she obscures visibility as though she had the Hover feat. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet with clumsy maneuverability and consuming twice as many charges per round.

While it is normally possible to wear an item in the shoulders slot as well as an item on the back, a jetpack’s bulk precludes the wearer also using a backpack, *handy haversack*, or other items worn on the back.

**Urania**

You hold justice in high regard. Though it may be scary out there, so long as you have a heart of gold and a will of steel you can get through it. Once per day, any creature within your aura can gain the effects of a smite evil ability. This works as if a Paladin of 1/2 of your level had activated it.

**Varcolac**

You are not only a lord of the night, but you are a master of extreme transformation and stealth. At will, you can transform into a horrible wolf like creature. It is a standard action to transform and you gain a +4 bonus to strength and dexterity and a +2 bonus to constitution. Your bite attack deals one damage dice larger and your move speed increases by 30 feet and you gain +3 natural armor. You cannot use weapons other than your bite while in this form. Changing back is a standard action.

**Visions of the Past**

Your eyes behold visions of the past. I bet they’re embarrassing. You recall a fragment of a former life. Upon selecting this feat, choose a base class. This cannot be a monster class or a prestige class. You are now treated as having your own level -4 in that class for the purpose of qualifying for feats. This can also count as the Skill focus feat for the purpose of taking Divine Indoctrination or Eldritch heritage, however you must select Cleric or Sorcerer respectively as your class of choice for this feat for that to apply.

**Vodianoi**

You are a freaky beast surrounded by thick air. 3 times a day as a swift action, you can create a drowning aura out to 30 feet. Creatures standing near the Aqua Demon begin to have their lungs fill with water from the creature's drowning aura. If the creature is not already making Constitution checks to keep from drowning, the creature must succeed a DC 10 Constitution check. If the creature made a Constitution check in the previous round to keep from drowning (either from following the drowning rules or from previous drowning touch attacks), increase the DC by 1. This DC is in addition to the standard DC increase gained every round from the drowning rules and is cumulative with each successive drowning touch attack. The Constitution checks continue until the creature takes a full round action to spit up all the water accumulating in their lungs and breathes air, receives a DC 15 Heal check from another creature as a standard action to force the water out of their lungs, is the target of a remove curse or similar spell, sustains any amount of fire damage, or fails the Constitution check. Creatures that fail the Constitution check begin to drown as per the normal drowning rules. Creatures that do not need to breathe or can breathe water ignore drowning touch. Creatures effected must keep making saving throws as usual, but the aura only lasts until the beginning of the Aqua demon's next round.

**Well Prepared**

Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay of these items normally.

*Special:* At the GM’s option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.

**Werecat**

You can channel the power of the moon to gain an acute animal ferocity that fanboys can't help but adore. You gain the ability to use the Pounce special ability once per encounter.

**Werecat Change**

There Cat. Nekomata and Slumbercats who select this feat gain the ability to select werewolf feats, and they can take levels in werewolf prestige classes. Werewolves who select this feat can select Nekomata and Slumbercat feats, and can choose to prestige into either Nekomata or Slumbercat. If they do, they gain the racial features of the creature they select and gain the listed abilities and become monster sub-type creatures whom can only multi-class back into the classes they already had levels in, otherwise treating it as if they were multi-classing normally.

**White Dragon**

You can invoke the powers of pure cold and let loose a horrible blast of ice. Once per day you can breathe as a standard action, a 60 foot cone of cold that deals 1d8 ice damage per level. The Reflex save DC: is 10+1/2 HD+ Dex mod for half damage.

**Wight**

Wight power! Hold your fist high and be a dick about things. A Number of times per day equal to 3+their Charisma modifier, the Wight can inflict a negative level on a creature it strikes with an attack roll. Activating this ability is an immediate action whenever an attack hits. A creature cannot have more negative levels than ¼ the wight’s total character level with this. If the Wight slays a creature with negative levels, they do return as a normal wight under their control 1 minute later. This negative level goes away after 24 hours.

**Winged Beast's Finesse**

You have learned all sorts of skills from watching spy movies and ninja flicks and are going to try your hand at putting them to the test. You can select a rogue talent that you qualify for using your monster level as your rogue level to select it. This feat can be selected multiple times. It can be used to select an advanced rogue talent from 12th level on.

**Wonder Spore**

Up in the sky! Is it a bird? A Plane? NO! It's Wonder Spore! The most useful fungus based super hero you've ever heard of. Your spore ability's initial damage becomes that of your monster weapon's base dice damage, or 1d10, whichever is higher. The following damage every round increases by +2.

**Wu Shi Master**

You were a master of Wu Shi once. You died during a great fighting tournament and now you’re back to kick some tail! Select a single Unchained monk Style strike. This can be used when making a full attack. This can be selected multiple times, each time taking a new Style Strike.

**Xenu**

You once flew a fleet of airplanes to the Earth and forced a billion ghosts to watch boring movies in an IMAX theater, Or at least you claim you did, only the crazies really believe in that stuff. Add the spells Detect thoughts, Modify Memory, Blink, and Sleep to your list of techniques known. You can only perform these techniques if you can perform techniques of that spell level.

**Yeti**

You prefer to vacation at ski lodges, and often seclude yourself to the mountains to unwind. You've also never shaved your legs. Your body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a melee attack, or whenever it hits a foe with a melee attack. Creatures within 30 feet that meet your gaze must succeed on a DC 10+ 1/2 character level+ Strength modifier Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that Bear for 1 day.

**Yog Sothoth**

You are a mistress of malign suggestiveness and are quite popular amongst the mortals. Your children may be a little weird, but the humans always get excited when they're around, you're always at the right place at the right time, and you've also never lost your car keys. Ever. You're just that good. You gain a single Oracle Revelation. This can only be selected from the Time Mystery. You treat your Desco level -5,  as your Oracle level for the purpose of selecting abilities. This feat can be selected 3 times.

**Zakkum**

You possess the powers of the tree of life, you can grant life and you can take life away. Once per day you can mimic the effects of a harm or health spell as a cleric of your treant level.

**Zmeu**

Known for battling plumbers and stealing princesses, you are a popular villain amongst the retro community. The Two Headed Dragon gains a blinding gemstone. This ability affects all enemies within 30 feet of a Two Headed Dragon. Those who look directly at it must succeed on a DC 10+ 1/2 character level+ Dexterity modifier Fortitude save or be blinded for 1d4 rounds. A Two headed dragon can suppress or resume this ability as a free action. In addition, the Dragon can use the grapple combat maneuver, however only to grapple an attractive young lady. The dragon gains a +4 bonus to this attack.

**Zombie Tumor Familiar**

Make sure to get all of your tumors checked out by a dermatologist, not just the ones that can talk. The Zombie gains a sentient tumor on it's body as the Alchemist Discovery using the Zombie's zombie level as it's alchemist level to determine any abilities the tumor has. If the zombie already possesses this as an Alchemist. It gains another.

**Zwei Head**

Two heads are better than one, especially when trying to lull your enemies into a false sense of security. You can make a Bluff check as a move action with one head to feint your opponent. If you successfully do so, you gain a +4 bonus to the attack roll and a +2d6 bonus to damage roll on your following attack. If you possess sneak attack, it also applies.