Feats



Monster Manual IV Feats

PrerequisiteBenefit
ABILITY FOCUS Special attack. DC for special attack increases by 2
AWESOME BLOW Str 25, Power Attack, Improved Bull Rush, size Large or larger Take a penalty to your attack roll to send target flying
CLINGING BREATH Con 13, breath weapon with recharge time expressed in rounds. Breath weapon does extra damage in the following round
CRAFT CONSTRUCT Craft Magic Arms and Armor, Craft Wondrous Item Crate ay construct whose prequisites you meet
EMPOWER SPELL-LIKE ABILITY Spell-like ability at caster level 6th or higher. Empower spell-like ability 3/day
FLYBY ATTACK Fly speed. Take any standard action while flying
GITHYANKI BATTLECASTER Githyanki. ability to cast 2nd-level arcane spells, base attack bonus +3. Ignore spell failure chance for light armor
GITHYANKI DRAGONRIDER Githyanki, ride 5 ranks. +2 bonus on Diplomacy checks when dealing with red dragons and a +2 on Ride checks to ride them
IMPROVED NATURAL ARMOR Natural armor, Con 13 Natural armor increases by one
IMPROVED NATURAL ATTACK Natural weapon, base attack bonus +4 Natural weapon increases by one step
IMPROVED TOUGHNESS Base Fortitude save bonus +2. Gain a number of bonus hit points equal to your hit dice
LINGERING BREATH Con 15, breath weapon with recharge time expressed in rounds, Clinging Breath. Breath weapon leaves lingering cloud
MULTIATTACK Three or more natural attacks. Secondary attacks with natural weapons take only a 2 penalty
POWERFUL CHARGE Medium or larger, base attack bonus +1 Successful attacks during a charge do extra damage based on size
QUICKEN SPELL-LIKE ABILITY Spell-like ability at caster level 10th or higher. Quicken spell-like ability 3/day
ABILITY FOCUS []

A particular special ability of a creature with this feat is more potent than normal.

Prerequisite: Special ability that allows a saving throw.

Benefit: Add 2 to the DC for all saving throws against the special ability on which the creature focuses.

Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special ability.

AWESOME BLOW []

A creature with this feat can choose to deliver blows that send its smaller opponents flying like bowling pins.

Prerequisites: Str 25, Power Attack, Improved Bull Rush, size large or larger.

Benefit: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fell prone.

The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Special: A fighter can select Awesome Blow as one of his fighter bonus feats.

CLINGING BREATH []

This feat enables a creature’s breath weapon to cling to creatures and continue to affect them after it has breathed.

Prerequisites: Con 13, breath weapon with recharge time expressed in rounds.

Benefit:When a creature uses its breath weapon, it can choose for it to deal additional damage in the next round to all creatures and objects affected by it. This additional damage is equal to half the damage the breath weapon dealt to that creature or object. A second save is not allowed, but any creature or object that avoided all damage from the breath weapon in the first round (such as from evasion) does not take any extra damage.

As a full-round action, a targeted creature can attempt a Reflex save (using the breath weapon’s original save DC) to remove the clinging breath weapon and negate further damage. Rolling around on the ground grants a +2 bonus on this save.

This feat only works on a breath weapon that has instantaneous duration and that deals damage. When a creature uses this feat, add 1 to the number of rounds it must wait before using its breath weapon again.

Special: This feat originally appeared in Draconomicon; this is a revised version. If you have Draconomicon. Clinging Breath is treated as a Metabreath feat.

CRAFT CONSTRUCT [ITEM CREATION]

A creature with this feat can create golems and other magic automatons that obey its orders.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.

Benefit: The creature can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spcllcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price. The creature can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.

FLYBY ATTACK []

A creature with this feat can attack on the wing,.

Prerequisite: Fly speed.

Benefit:When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal:Without this feat, the creature takes a standard action either before or after its move.

GITHYANKI BATTLECASTER []

A creature with this feat ignores arcane spell failure chances when wearing light armor.

Prerequisites: Githyanki. ability to cast 2nd-level arcane spells, base attack bonus +3.

Benefit: The creature ignores arcane spell failure chances for any kind of light armor it wears. If it wears medium or heavy armor or carries a shield, it has the normal arcane spell failure chance.

Special: A fighter or wizard can choose this feat as one of the bonus feats those classes grant.

GITHYANKI DRAGONRIDER [RACIAL]

A creature with this feat has a knack forgetting along with red dragons.

Prerequisites: Githyanki, ride 5 ranks.

Benefit: The creature gains a +2 bonus on Diplomacy checks when dealing with red dragons and a +2 on Ride checks it attempts when riding a red dragon. While the creature is mounted on a red dragon, it and its mount gain a +1 bonus on Reflex saves and a +1 insight bonus to Armor Class.

Special: The Diplomacy bonus from this feat stacks with the githyanki racial bonus on Diplomacy checks when dealing with red dragons. A githyanki fighter can choose this feat as a bonus feat.

IMPROVED NATURAL ATTACK []

The natural attacks of a creature with this feat are more dangerous than its size and type would otherwise dictate.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: The damage for one of the creature’s natural attack forms increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

IMPROVED TOUGHNESS []

A creature with this feat is significantly tougher than normal.

Prerequisite: Base Fortitude save bonus +2.

Benefit: The creature gains a number of hit points equal to its current Hit Dice. Each time it gains a Hit Die (such as by gaining a level or advancing), it gains 1 additional hit point. If it loses a Hit Die (such as by losing a level), it loses 1 hit point permanently.

Special: A fighter can select Improved Toughness as one of his fighter bonus feats.

LINGERING BREATH []

The breath weapon of a creature with this feat forms a lingering cloud.

Prerequisites: Con 15, breath weapon with recharge time expressed in rounds, Clinging Breath.

Benefit:When the creature uses its breath weapon, it can choose for the effect to remain for 1 round as a lingering cloud of the same shape and size as the original breath weapon. Anyone who enters the cloud takes one-half of the breath weapon’s normal effects; any saving throw the breath weapon normally allows still applies.

Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for one-half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack (use only the longer duration). Any creature in the area of the original breath weapon takes no additional effect from the cloud, provided it is outside the cloud by the end of its next turn.

When a creature uses this teat, add 2 to the number of rounds it must wait before using its breath weapon again.

Special: This feat originally appeared in Draconomicon; this is a revised version. If you have Draconomicon, Lingering Breath is treated as a Metabreath feat.

MULTI ATTACK []

A creature with this feat is adept at using all its natural weapons at once.

Prerequisite: Three or more natural attacks.

Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty.

Normal:Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.

POWERFUL CHARGE []

A creature with this feat can charge with extra force.

Prerequisites:Medium or larger, base attack bonus +1.

Benefit:When the creature charges, if its melee attack hits, it deals an extra 1d8 points of damage (if it is of Medium size). For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat only works when the creature makes a charge. It does not work when the creature is mounted. If the creature has the ability to make multiple attacks alter a charge, it can only apply this extra damage to one of those attacks.

Special: A fighter can select Powerful Charge as one of his fighter bonus feats.

QUICKEN SPELL-LIKE ABILITY []

A creature with this feat can employ a spell-like ability with a moment’s thought.

Prerequisite: Spell-like ability at caster level 10th or higher.

Benefit: The creature can use one of its spell-like abilities as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a swift action (see page 219) that does not provoke attacks of opportunity. The creature can perform another action-—including the use of another spell-like ability—in the same round that it uses a quickened spell-like ability.

Spell Level Caster Level to Empower Caster Level to Quicken
0 4th 8th
1st 6th 10th
2nd 8th 12th
3rd 10th 14th
4th 12th 16th
5th 14th 18th
6th 16th 20th
7th 18th
8th 20th
9th

The creature can use only one quickened spell-like ability per round. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) minus 4. For a summary, see the table below.

For example, a creature that uses its spell-like abilities as a 15th-level caster can only quicken spell-like abilities duplicating spells of 3rd level or lower. In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Normal: Normally the use of a spell-like ability requires a standard action and provokes attacks of opportunity unless otherwise noted.

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.