Monster (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: SuperTaster (talk)
Contributors: Ghostwheel
Date Created: May 26, 2015
Status: Complete
Editing: Clarity edits only please
ArticleUnrated.png
Rate this article
Discuss this article

Build your own monster! Be a big gloppy goop or a flying bat out of hell!

{{{length}}}
"{{{length}}}" is not a number.

1



Other Full

Note: This class was made to be used with the Pathfinder ruleset.

You kill monsters? Ha ha... lemme show you a real monster.

Monster

Some people take up the art of weaponcraft, others wield mighty spells to cow their enemies. The Monster, using varied mystical arts and/or horrible curses, turns himself into a living weapon for the purpose of extreme violence. A horrifying nightmare of power, few can match a monster in combat. Granted, not many societies tolerate Horrible Things wandering around their streets, but it's a small price to pay. The Monster class does not limit itself to one type of monster. Rather, it provides the mechanics for you to build the creature of your dreams, then apply whatever flavor you wish to it. If you say your Fire Spewing Monstrosity with the Enhanced Natural Armor is a dragon-thing, who are we to judge?

Making a Monster

Alignment: Any

Starting Gold: 1d6 × 10 gp (35 gp).

Starting Age: Simple

Table: The Monster

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Monster Ability, Monstrous Body, Monstrous Visage
2nd +2 +3 +0 +0 Monster Ability
3rd +3 +3 +1 +1 Monster Trait
4th +4 +4 +1 +1 Monster Ability
5th +5 +4 +1 +1 Resilience
6th +6/+1 +5 +2 +2 Monster Ability
7th +7/+2 +5 +2 +2 Monster Trait
8th +8/+3 +6 +2 +2 Monster Ability
9th +9/+4 +6 +3 +3 Monstrous Body Type
10th +10/+5 +7 +3 +3 Monster Ability
11th +11/+6/+1 +7 +3 +3 Monster Trait
12th +12/+7/+2 +8 +4 +4 Monster Ability
13th +13/+8/+3 +8 +4 +4 Penetrating Unarmed Strike
14th +14/+9/+4 +9 +4 +4 Monster Ability
15th +15/+10/+5 +9 +5 +5 Monster Trait
16th +16/+11/+6/+1 +10 +5 +5 Monster Ability
17th +17/+12/+7/+2 +10 +5 +5 Improved Penetrating Unarmed Strike
18th +18/+13/+8/+3 +11 +6 +6 Monster Ability
19th +19/+14/+9/+4 +11 +6 +6 Monster Trait
20th +20/+15/+10/+5 +12 +6 +6 Monster Ability

Skill points per level: 2 + Int modifier

Class Skills: Acrobatics (Dexterity), Climb (Strength), Craft (Intelligence), Disguise (Charisma), Escape Artist (Dexterity), Fly (Dexterity), Intimidate (Charisma), Knowledge (Nature) (Intelligence), Perception (Wisdom), Profession (Wisdom), Ride (Dexterity), Sense Motive (Wisdom), Stealth (Dexterity), Survival (Wisdom), Swim (Strength)

Class Features

All of the following are class features of the Monster.

Weapon and Armor Proficiency: A Monster is proficient in Simple Weapons. He is also proficient in Light Armor, though this does not stack with his Innate Armor progression.

Monstrous Ability: At 1st level, 2nd level, and every even level thereafter, the Monster gains Monster Abilities, which function similarly to many racial powers. At 1st level, choose INT, WIS, or CHA; the saving throw for Monster Abilities from then on are of a DC 10 + 1/2 Monster Level + (Chosen Attribute Modifier). Each Monster Ability has a minimum level required, as shown below.

Level One
  • Adorable (Requires 13 Charisma): You gain a +2 to Diplomacy, but a -2 to Intimidate. Non-evil intelligent enemies that can see you take a -4 to confirm critical threats against you. The skill bonuses increase to +4/-4 at level 6. and the crit bonus increases to -6 at level 10.
  • Disguise (Can only be taken at 1st level): You have a pre-defined normal, humanoid form that does not look monstery in the slightest. You only gain half your Attribute Progression and Innate Armor while in this form, but gain +10 to Disguise yourself as this normal, not monstrous person(increasing to +15 at level 4, and +20 at level 8). You can change between forms as a standard action, increasing to a move action at level 4, and swift action at level 8.
  • Improved Vision: Gain Low-Light vision. Improves to Darkvision 60ft at 3rd level, and Darkvision 120ft at 6th level.
  • Elemental Resistance: Pick an elemental type (fire, cold, lightning, acid, or sonic). You gain Energy Resistance 5 to that element. At level 6, it improves to 10. This can be taken multiple times, each time applying to a different element.
  • Intimidating Gaze: As a standard action, a target within 30 feet must make a Fortitude save or have their speed halved for 3 rounds. At 6th level, the target is Immobilized instead. At 12th level, the target is Petrified, and must make a second save at the end of the effect or be Petrified permanently.
  • Inflammatory Gaze: As a standard action, a target within 30 feet must make a Reflex save or take 1d6 fire damage, plus an additional 1d6 damage for every 2 levels past 1st. If the target rolls a natural 1 on his save, he is set on fire.
  • Acid Spluck: As a standard action, a target within 30 feet must make a Reflex save or take 1d6 acid damage, plus an additional 1d6 damage for every 2 levels past the 1st. Half of the damage is applied immediately, half is applied on the target's next turn (resistance apply all at once, though).
  • Crypt-Touched (Can only be taken at 1st level): You take damage from positive energy, but heal from negative energy spells. Additionally, you gain +4 to Disguise to pass as an Undead.
  • Reflective (Requires 13 Constitution): Ray attacks are normal ranged attacks versus you, not ranged touch.
  • Focused Anger (Requires 13 Strength): When you deal damage to an enemy in melee, you gain +1 to AC/Saves versus that target for 1 round. This can only apply to a single target at any one time, even if you strike more than one in melee in a round.
  • Ridable (Requires Large size or larger): You can take on a Rider of at least one size smaller than you without a fancy saddle or the rider needing training. They gain +2 to AC/Reflex while on board, but don't get to move independent of you.
  • Status Resistance (Requires 13 Constitution): Select one of the following status effects: Bleed, Blind, Charm/Compulsion, Deaf, Disease, Fatigue, Fear, Ignite, Poison, Sleep, or Slowed. You gain a +2 bonus to saves against such an effect. This increases to +4 at level 6.
  • Swift (Requires 13 Dexterity): Gain +10 to your base land speed when you carry less than a medium load. You can take this ability multiple times, and its effects stack.
  • Scent: You can track creatures by Scent, using Perception. Gain +2 to Perception when taking this ability as well.
  • Varied Strike: Select a different physical damage type from what you chose under Monstrous Body than the one you picked for your Unarmed Strike; you can choose to deal Lethal damage of that element when making an Unarmed Strike.
  • Violent Flurry (Requires 13 Dexterity): When making a full attack action, you may make an extra unarmed strike at your highest BAB; all attacks this round take -2 to attack. This does not stack with Flurry of Blows.


Level Two
  • Constrict (Requires Improved Grapple): When grappling a target, you may make an Unarmed Strike attack against your grappled target once per round as a Swift Action.
  • Poison (Requires 13 Constitution): Choose an attribute; you may as a standard action apply a poison to your next Unarmed Strike, which deals 1d4+1 ability damage on a failed Fort Save. If they fail the first save, they must save again one minute later or take the damage again. Your Unarmed Strike remains poisoned until you successfully hit a target, regardless of whether the poison is resisted or not. The damage is healed at a rate of 1 point/hour, and a target can only be affected by one use of your poison at any one time. The damage increases to 1d6+1 at level 8, and 1d8+1 at level 14.
  • Down to Size (Requires 13 Charisma): As a standard action, a target within 30 feet must make a Fortitude save or be reduced in size by 1 category for 1 minute. The target's equipment changes size with them. Duration increases to 1 hour at level 4, 1 day at level 8, and permanent at level 12. This is a [Polymorph] effect. You cannot take both this ability and Embiggenate, nor can you cast it on yourself.
  • Embiggenate (Requires 13 Charisma): As a standard action, a target within 30 feet must make a Fort save or be increased in size by 1 category for 1 minute. The target's equipment changes size with them. Duration increases to 1 hour at level 4, 1 day at level 8, and permanent at level 12. This is a [Polymorph] effect. You cannot take both this ability and Down to Size, nor can you cast it on yourself.
  • Enhanced Unarmed Strike: Increase the Enhancement bonus of your Unarmed Strike by +1. This ability can be taken multiple times, the level requirement increases by 4 each time.
  • Exalted Resistance (Requires alignment not to be True-Neutral): Select an alignment type you are opposed to (Lawful, Good, Chaotic, Evil); you gain +1 on AC and saving throws versus clerics, inquisitors, and paladins of that alignment, as well as versus creatures with that alignment subtype, and effects that are specifically of that alignment. This can be taken multiple times; the effects stack, but the level requirement increases by +4 each time.
  • Natural Armor: You gain +1 to Natural AC. Improves to +2 at level 8, and +3 at level 14.
  • Pacifying Gaze (Requires 13 Wisdom): As a standard action, a target within 30 feet must make a Will save or take a -2 to attack and spell DCs and a +2 to saves versus Fear/Rage for 1 minute. Duration increases to 1 hour at level 4, 1 day at level 8, and permanent at level 12. This is a [Mind-Affecting] effect. You cannot take both this ability and Angrify, nor can you cast it on yourself.
  • Angrify (Requires 13 Wisdom): As a standard action, a target within 30 feet must make a Will save or take a -2 to attack/extended skill checks, deals +2 to damage with attacks, and is unable to Cast Defensively for 1 minute. Duration increases to 1 hour at level 4, 1 day at level 8, and permanent at level 12. This is a [Mind-Affecting] effect. You cannot take both this ability and Pacifying Gaze, nor can you cast it on yourself.
  • Time Rewinder (Requires 13 Intelligence): As a standard action, a target within 30 feet must make a Will save or have their age lowered by 1 category for 1 minute. If this would reduce their size, the target's equipment changes size with them. Duration increases to 1 hour at level 4, 1 day at level 8, and permanent at level 12. This is a [Curse] effect. You cannot take both this ability and Time Stealer, nor can you cast it on yourself.
  • Time Stealer (Requires 13 Intelligence): As a standard action, a target within 30 feet must make a Will save or be aged by 1 category for 1 minute. Duration increases to 1 hour at level 4, 1 day at level 8, and permanent at level 12. This is a [Curse] effect. You cannot take both this ability and Time Rewinder, nor can you cast it on yourself.
  • Wall Climb (Requires 13 Dexterity): You gain +4 to Climb, and can perform actions freely while dangling. At level 6, you gain a Climb Speed equal to your Base Land speed.


Level Four
  • Arcane Unarmed Strike: Decrease the Enhancement bonus of your Unarmed Strike by -1; your Unarmed Strike deals +1d6 damage, of a type chosen when you take this ability from the following list: fire, cold, lightning, acid, sonic.
  • Cuteness Proximity (Requires Adorable and 15 Charisma): You can cast Charm Monster as a standard action once per minute as a spell-like ability. At 12th level, this improves to Mass Charm Monster.
  • Dark Touched: You gain 20% concealment in areas of low illumination. This stacks quantitatively, so two effects that give 20% concealment give 50% instead.
  • Deny (Requires Large size or larger): When an enemy charges you but misses on their attack, you may immediately make an Unarmed Strike against them as a free action; a successful hit returns them to their original square, and deals an additional +1 damage for every 10 feet traveled on the return trip.
  • Draw Aggro: As a move action, you make yourself look very imposing indeed, making all attacks and spell DCs against allies that remain within 30 feet of you take a -2 penalty for 3 rounds. However, attacks and spell DCs are gain a +2 when targeting you for that duration.
  • Drain Resistance: You gain a +2 bonus to saves versus ability damage/drain and negative level effects. Increases to +4 at level 10.
  • Focused Gaze: Increase the range of Inflammatory Gaze, Intimidating Gaze, and Acid Spluck to 60 ft.
  • Gas Cloud (Requires 15 Constitution): You exhale a cloud of noxious fumes as a standard action, causing all targets within either a 15 ft radius of you or a 30 ft cone(chosen at time of casting) to take a -2 penalty to all rolls and checks. You are immune to your own gas cloud. This can be performed once per minute.
  • Poison, Improved (Requires Poison and 15 Constitution): After a target saves versus your Poison(using it up), the Poison automatically re-applies 1d4 rounds later. You may still take a standard action to re-apply it immediately. At 12th level, it automatically re-applies 1 round later.


Level Six
  • Spell Resistance (Requires 15 Constitution): You gain Spell Resistance equal to 6 + your Monster level.
  • Elemental Unarmed Strike (Requires Arcane Unarmed Strike) When making an Unarmed Strike, you can choose to have the damage type be of the element of your Arcane Unarmed Strike.
  • Emotion Blaster (Requires Pacifying Gaze or Angrify, and 15 Wisdom): You can choose to decrease the duration of your Pacifying Gaze or Angrify by one step(Permanent to 1 day, 1 day to 1 hour, 1 hour to 1 minute). If you choose to do s, the numerical effects of the ability to increase from +2 to +4 and -2 to -4, as appropriate. At level 14, you can decrease the duration by 2 categories to increase the effect to +6 and -6, as appropriate.
  • Size Blaster (Requires Embiggenate or Down to Size and 15 charisma): You can choose to decrease the duration of your Embiggenate or Down to Size by one step (Permanent to 1 day, 1 day to 1 hour, 1 hour to 1 minute) to cause Embiggenate to increase the target's size by 2 categories, or Down to Size to decrease the target's size by 2 categories. At level 14, you can decrease the duration by 2 categories to increase the effect to 3 categories.
  • Time Blaster (Requires Time Stealer or Time Rewinder and 15 Intelligence): You can choose to decrease the duration of your Time Stealer or Time Rewinder by one step (Permanent to 1 day, 1 day to 1 hour, 1 hour to 1 minute) to cause Time Stealer to age the target 2 categories, or Time Rewinder to decrease the target by 2 categories. At level 14, you can decrease the duration by 2 categories to increase the effect to 3 categories.


Level Eight
  • Stomp Stomp (Requires Large Size or larger): You gain the Trample monster ability, with damage equal to your Unarmed Strike + 1.5x STR.
  • Turns Red (Requires 15 Constitution): 1/day, upon being reduced below 50% of your MaxHP, you heal your Monster Level + CON in HP, and increase your STR bonus by +2 for 3 rounds.
  • Violent Charge (Requires 15 Strength): When making a charge attack, you deal one extra attack, at your second highest BAB.
  • Elemental Resistance, Improved (Requires Elemental Resistance): Pick an element you have the Elemental Resistance Monster Ability for; you take half damage from that element after resistance is calculated. At 14th level, you take no damage from that element. No matter how many Elemental Resistance abilities you have, you may only take the Improved version once.


Level Ten
  • Spell Resistance, Improved 10 (Requires Spell Resistance and 17 Constitution): Increase your spell resistance by +5. This can be taken multiple times; the effects stack, but the CON requirements increase by +2 each time, and the level requirements increase by +4 each time.
  • Gas Mask (Requires Gas Cloud): You can create up to CON Gas Masks per day, substances that when smeared over the target's face, give them immunity to your Gas Cloud attack.
  • Disappearing Act (Requires Dark Touched): You are invisible, though this goes away when you take hostile action or interact with another creature. Your invisibility returns 3 rounds after the interaction. Increases to 2 rounds at level 14, and 1 round at level 18.


Level Twelve
  • Fists of Fury (Requires Arcane Unarmed Strike (Fire) and 15 Strength): Make a full attack action with your Unarmed Strike; If at least one attack hits your target, deal an extra +4d6 fire damage to the target, but remove the +1d6 fire damage from your Unarmed Strikes for 3 rounds thereafter. If you have [Fire] Elemental Unarmed Strike, you deal 1d6 fire damage to adjacent enemies when using this ability (creatures with Evasion ignore this extra damage). The bonus damage increases to 5d6 at level 16, and 6d6 at level 20. This bonus damage is not multiplied on a critical hit.
  • Caustic Punch (Requires Arcane Unarmed Strike (Acid) and 15 Strength): Make a full attack action with your Unarmed Strike; If at least one attack hits your target, deal an extra +1d6 acid damage to them, and deal an extra 2d6 ACD damage per round for 3 rounds thereafter, but remove the +1d6 acid damage from your Unarmed Strikes for 3 rounds thereafter. The damage over time is not reduced by acid resistance, but is reduced by abilities that halve or negate acid damage. If you have [Acid] Elemental Unarmed Strike, the damage over time lasts for an additional 2 rounds (to 5).
  • Chilling Strike (Requires Arcane Unarmed Strike (Ice) and 15 Strength): Make a full attack action with your Unarmed Strike; Reduce the target's speed by 5 for every attack that hits them (to a minimum of a 5 ft Speed), but remove the +1d6 cold damage from your Unarmed Strikes for 3 rounds thereafter. If you have [Ice] Elemental Unarmed Strike, double the speed reduction. The speed penalty wears off in 3 rounds.
  • Discharge (Requires Arcane Unarmed Strike (Lightning) and 15 Strength): As a Full Round Action, you deal an Unarmed Strike to all enemies within 30 ft, but remove the +1d6 Lightning damage from your Unarmed Strikes for 3 rounds thereafter. If you have [Lightning] Elemental Unarmed Strike, add +2d6 electricity to the damage (this is not multiplied on a critical hit).
  • Sonic Boom (Requires Arcane Unarmed Strike (Sonic) and 15 Strength): As a Full Round Action, you deal an Unarmed Strike to all enemies in a 60ft cone, but remove the +1d6 sonic damage from your Unarmed Strikes for 3 rounds thereafter. If you have [Sonic] Elemental Unarmed Strike, targets struck must make a Fort save or be deafened for 3 rounds.


Level Fourteen
  • Engulf (Requires Large Size or larger, OR Gelatinous): You gain the Engulf special ability. If you have both the Size Increase and Gelatinous traits, add +4 to the DC of the engulf attack. The DC is Strength based, regardless of what your usual DC modifier is for Monster Abilities.
  • Stone Sculpt (Requires Intimidating Gaze): You can shape non-magical stone or other inanimate unattended non-magical solid objects with your appendages as if it were soft clay. Notably, this includes creatures permanently petrified by your Intimidating Gaze.
  • Retribution (Requires Cuteness Proximity and 17 Charisma): As a standard action, one target intelligent creature within 30 feet of you must make a Fort save or have their armor fall off.


Level Sixteen
  • Extreme Charge (Requires violent Charge and 17 Strength): As per Violent Charge, except you can also make a 3rd attack at your 3rd highest BAB on a charge.
  • Racism: You are immune to the effects of Favored Enemy or Bane equipment, and gain +2 to attack and damage versus creatures using such abilities against you. The abilities must specifically target your creature type, it's not enough to just have a random Bane weapon on them.


Level Twenty
  • Legendary Monster: Increase all three of your attribute bonuses by +2.
  • Collateral Damage (Requires 17 Strength): When attacking an enemy with your Unarmed Strike, adjacent enemies take 1d6 splash damage of the attack's main element(Evasion negates) per hit.
  • Not a Weak Point (Requires 17 Dexterity): When an enemy lands a critical hit or sneak attack on you, you may immediately make an Unarmed Strike against them as a free action, provided they did not kill you in the process.
  • Final Boss (Requires Turns Red and 17 Constitution): Once per week, when reduced below 25% of your Maximum HP, you heal twice your Monster Level + twice your Constitution modifier in HP, and ignore all temporary status effects for 3 rounds.
  • End Boss Theme (Requires 17 Intelligence): Once per day as a standard action you fill your enemies within 60 feet of you with dread, giving them a -4 Morale penalty to rolls and checks for 3 rounds on a failed Will save, and making them Shaken even on a successful save. This is a [Mind-Affecting] [Fear] ability, and deaf creatures are immune to it.
  • Barrier Change Boss (Requires 20 Wisdom): When struck by a damaging ability or action, you gain resistance or damage reduction of 5 versus that type of damage; this stacks with any other sources of resistance or damage reduction. If the attack had multiple damage types, your resistance changes to the element that dealt the most damage. This lasts until another attack changes your resistance type.
  • Go Forth, My Puppet (Requires Cuteness Proximity and 17 Charisma): Once per day, as a full-round action, you can cast Dominate Monster on an enemy. A target that successfully saves cannot be affected by this ability again that day, but the ability is not expended if the target makes its save. Only one creature can be dominated at any one time. You can use up this ability to refresh the duration on an already dominated target if you so wish.


Monstrous Body (Ex): A Monster's body adapts and changes as he grows stronger, gaining the following benefits:

Attribute Progression: Attributes are increased as the Monster levels; these attribute bonuses do not stack with Enhancement Bonuses from magical gear. Choose three attributes to fortify; the first two must be physical attributes, while the third can be either the third physical attribute or the mental attribute that the Monster Ability DC is calculated from(see Monster Ability below).

Innate Armor: A Monster gains an Armor bonus to AC as he levels. This does not stack with other sources of Armor AC (or enhancement bonuses to AC), though it does stack with Natural Armor. This also does not stack with bonus armor from the Monk Class, or Attribute that increase your AC Abilities from any class.

Unarmed Strike: Choose Bludgeoning, Piercing, or Slashing; a Monster's unarmed strike deals Lethal damage of that type from now on, and no longer provokes attacks of opportunity. This counts as having Improved Unarmed Strike for purposes of fancy monk feats(ex, Stunning Fist). The damage and enhancement bonus of this unarmed strike increase as he levels.

Table: Monstrous Body

Level Prime Attribute Second Attribute Third Attribute Innate Armor Unarmed Strike Damage Unarmed Strike Enhancement
1 +1 +0 +0 2 1d6 +0
2 +1 +1 +0 3 1d6 +0
3 +2 +1 +1 3 1d8 +1
4 +2 +1 +1 4 1d8 +1
5 +3 +2 +1 4 1d10 +1
6 +3 +2 +1 5 1d10 +1
7 +4 +2 +2 5 1d10 +2
8 +4 +3 +2 6 1d10 +2
9 +5 +3 +2 6 1d10 +2
10 +5 +3 +2 7 1d10 +2
11 +6 +4 +3 7 1d10 +3
12 +6 +4 +3 8 1d10 +3
13 +7 +4 +3 8 1d12 +3
14 +7 +5 +3 9 1d12 +3
15 +8 +5 +4 9 1d12 +4
16 +8 +5 +4 10 1d12 +4
17 +9 +6 +4 10 2d6 +4
18 +9 +6 +4 11 2d6 +4
19 +10 +6 +4 11 2d6 +5
20 +10 +6 +4 12 2d6 +5

Monstrous Visage (Ex): A Monster can add Strength instead of Charisma on Intimidate checks.

Monster Trait: At 3rd level and every 4 levels thereafter, the Monster gains Monster Traits, which modify their physical form drastically. Each Monster Trait has a minimum level which is required before it can be taken, as shown below.

3rd Level
  • Aquatic: You can breathe underwater, and gain a swim speed equal to your base land speed or 30 feet, whichever is better. Your swim speed increases by +10 at level 7, +20 at level 11, +30 at level 15, and +40 at level 19.
  • Flight (Requires 13 Dexterity): You gain a fly speed equal to your base land speed or 30 feet, whichever is better, at average maneuverability. The maneuverability increases to Good at level 7, and Perfect at level 11. At level 7, you can hover in place when flying.
  • Googley Eyes (Requires 13 Wisdom): You gain eyes all around, through stalks or just by growing eyes on your hands or something. You cannot be flanked, and gain +2 to Perception. Increases to +4 at level 7, +6 at level 11, and +8 at level 15.
  • Serpentine (Requires 13 Dexterity): Your legs become a wiggly tail. Your base land speed is reduced by 10, but you take no attack or movement penalties while Prone, can shift between Prone and Standing as a swift action, and gain +2 to CMB/CMD on Grapple checks. Shoes need to be modified into Naga Barding for your new form. You cannot take both this and Quadruped.
  • Quadruped: You gain some extra legs. Your speed increases by 10, your carrying capacity by 1.5x, gain +2 CMD versus Trip/Bull Rush, and you can carry creatures one size smaller than you as per a mount. However, shoes need to be modified for your new form. You cannot take both this and Serpentine.
  • Animal Shapeshifter (Requires 13 Wisdom): Select an animal form of Small or Medium size; you can shift into that form as a standard action. This replaces your base Physical Racial Attribute Modifiers with those of the target animal, as well as giving you the speed and passive abilities of that form. Improves to Move action casting time at level 7, and Swift at level 11.
  • Devour (Requires Unarmed Strike to do Piercing damage): Increase the critical multiplier of your Unarmed Strike to X3; if you score a critical hit using Unarmed Strike on a living enemy of no less than half your Character Level, you heal 1/2 their character level in HP.
  • Dunk (Requires Unarmed Strike to do Bludgeoning damage): Increase the critical multiplier of your Unarmed Strike to X3; if you score a critical hit on an enemy using Unarmed Strike, they must make a Reflex save or be knocked prone.
  • Gelatinous (Requires 13 Constitution): You lose consistency, becoming a goopy version of your former self. You take half damage from acid damage and gain DR 5/Slashing or Piercing, but take -2 on saves and AC against [Cold] effects. You can fit into spaces with Escape Artist as if you were one size smaller than you really are. Additionally, you gain +4 on checks to leave a grapple. At 11th level, gain DR 2/—, as well as DR 10/Slashing or Piercing (these do not stack with each other). You cannot take this and Robotic at the same time.
  • Robotic: You become mechanical. Gain a +4 bonus to saves against Poison, Disease, and Asphyxiation effects, and fire resistance 5, but take -2 on saves and AC against [Lightning] effects. Abilities that target Constructs target you as well. You heal half damage from spells that would heal constructs. You cannot take this and Gelatinous at the same time.
  • Undead (Requires Crypt-Touched, can only be taken at 3rd level): You become Undead, and your Type changes to Undead. Your Constitution score goes away, and you use your Charisma for HP and Fortitude purposes. If your Constitution was being boosted by your Attribute Progression, re-apply that attribute bonus to either Charisma or your third Physical attribute, whichever would make things copacetic. You gain all sorts of Undead Traits. You cannot take Robotic after taking this trait.
  • Humanoid Shapeshifter (Requires 13 Wisdom): You can modify your form to appear as a generic humanoid, as per a [Polymorph] version of Disguise Self. At 7th level, this increases to Alter Self. You cannot alter your attributes or abilities in this fashion, it merely serves as a disguise. If you have the Disguise 1st Level Monster Ability, you can willingly partake of the Attribute Progression and Innate Armor penalties to use this ability to disguise yourself as a specific person rather than one preset form, using the disguise bonuses from the Disguise Ability.
  • Mimic: You gain +4 to Disguise yourself as an innocuous object of your size, and can Hide in Plain Sight when doing so(though taking actions immediately reveals that you are not, in fact, a recliner). This bonus increases to +8 at level 7, +12 at level 11, +16 at level 15, and +20 at level 20.
  • Mind Powers (Requires 13 Intelligence): You can use your Intelligence in place of Strength for the purposes of carrying objects and performing physical attacks. Your reach remains the same, but improves by +5 feet at level 7 and every 4 levels thereafter (though this does not improve your Threaten range). You cannot use this ability to wield more items than you normally would be able to.
  • Rend (Requires Unarmed Strike to do Slashing damage): Increase the critical range of your Unarmed Strike by +1; if you score a critical hit on an enemy using Unarmed Strikes, they must make a Fortitude save or take a -3 penalty to their AC for 1d4 rounds(doesn't stack with itself).
  • Size Increase (Requires Medium size or larger): Your size increases by one category, gaining all the appropriate changes to ability modifiers, size modifiers, and damage due to increased size.
  • Size Decrease (Requires Small size or smaller): Your size drops by one category, gaining all the appropriate changes to ability modifiers, size modifiers, and damage due to increased size, though your unarmed strike damage remains unchained.. You're just that awesome. You may take this trait multiple times, it stacks.


7th Level
  • Best of Friends (Requires Mind Powers): You can automatically communicate verbally with creatures of your type and/or alignment. Additionally, you gain a +2 to Diplomacy towards creatures of your type or alignment (+4 if they are both). At level 11, you become able to communicate verbally with any intelligent creature.
  • Corrupter (Requires 15 Intelligence or Charisma): As a spell-like ability with a 1-minute casting time, you may polymorph a target with less than 0 HP into a Monster Race of no more than CR 2. Level adjustments replace class levels, rather than increasing the character's level. This is a permanent [Curse] and [Polymorph] effect; removing the curse restores the character's original class levels. At 11th level, you may perform it on a conscious target, but they may gain a Fort save versus the effect if they are unwilling. At 15th level, the casting time is reduced to 1 full round. Once affected by Corrupter, a target cannot be affected again with a different target Monster; the curse may only be recast on a previous target to reapply the same Monster type if the curse was broken.
  • Extreme Mimic (Requires Mimic): You can hide as an object one size smaller than your size, and can in fact be used as that object if someone attempts to interact with you. If you reveal yourself while being wielded by another target, they are considered flat-footed versus you.
  • Flight, Improved (Requires Flight and 15 Dexterity): Increase your Fly speed by 20. If you are knocked unconscious or otherwise disabled while flying, you automatically gain the effects of slowfall(rather than plummeting to your doom).
  • Regeneration (Requires 15 Constitution): You gain Fast Healing 1. Increases to Fast Healing 2 at level 11, Fast Healing 3 at level 15, and Fast Healing 5 at level 19.
  • Smash (Requires Large size or larger, Improved Grapple, and 17 Strength): Upon grappling a target of a size smaller than you, you may use him as a bludgeoning weapon against a nearby enemy as a free action, dealing unarmed strike damage to both. If one of them is critically struck, he takes a -2 penalty to all rolls and checks for 1 round.
  • Soul Drain (Requires Undead): On a critical hit using Unarmed Strikes, your enemy gains 1 negative level, which lasts for 1 hour. Creatures resistant to negative levels are allowed a Fort save. At level 11, the duration of critical hit negative levels increase to 1 day (and thus they must save at the end of the day or have it become permanent). At level 15, your basic Unarmed Strike forces the target to make a Fort save or take a negative level for 3 rounds(can only apply 1 per round from regular strikes, but stacks with the longer lasting ones from critical hits).
  • Super Gelatinous (Requires Gelatinous): You become a fully gelatinous being. You halve physical damage, gain immunity to acid damage, but gain Vulnerability to cold damage. So long as you are not immobilized, you can leave a grapple at any time as a Move action. Your carrying capacity is reduced to 3/4 of its normal amount, and you cannot wear Heavy armor. You cannot take the Improved Elemental Resistance ability for cold.
  • Super Robotic (Requires Robotic): You become a fully robotic being. You take half damage from sources that deal fire damage, take +50% damage from electricity damage, and gain physical DR 2/—. You are immune to non-magical poisons and diseases (magical ones allow you your +4 save bonus), and effects that specifically target biological creatures do not work on you. You only gain half the benefit from Healing spells (or inflict, if you have the Crypt-Touched Monster Ability), but heal fully from effects that heal constructs. You cannot take the Improved Elemental Resistance ability for Lightning.
  • Survival of the Fittest: Upon killing an enemy of no less than half your Character Level, you heal 1/2 their Character Level in HP (gaining it as temporary HP that fades after 1 hour if this would heal you over your maximum HP), and gain +1 to all rolls/checks for 3 rounds. These bonuses do not stack with themselves.


11th Level
  • Don't Mind Me (Requires Tiny size or smaller): You don't provoke Attacks of Opportunity due to movement from Medium size or larger creatures. At 15th level, this affects any creatures larger than you are.
  • Improved Corrupter (Requires 17 Intelligence or Charisma): If the target is willing, you may increase the casting time of Corrupter to 1 hour in order to use the effect in regards to any race up to the target's Character Level or your Monster Level, whichever is lower.


15th Level
  • Hurl (Requires Smash and 19 Strength): Upon grappling a target of a size smaller than you, you may immediately end the grapple and throw him at a nearby target (range limit of 5 ft per STR modifier) as a free action, dealing Unarmed Strike damage + 2d6 bludgeoning damage to the thrown enemy(automatically hits). The target whom you threw them takes an equal amount of damage.
  • Copyright Law (Requires an attack that causes some status effect): If an enemy would use a status effect on you that you are capable of inflicting through Monster Abilities or Monster Traits(such as Petrification from a level 12 Intimidating Gaze), you gain +4 on the saving throw. If the effect is one that you can apply only on a critical hit, you only gain +2 to the save.


19th Level
  • Excessive Gelatinous (Requires Super Gelatinous): You are immune to sneak attacks and critical hits. Note that this might interfere with abilities such as Not A Weak Point above, so keep track of what things modify such attacks.
  • Excessive Robotic (Requires Super Robotic): Your physical DR increases to 3/-, and you halve cold and negative energy damage. However, you take -2 on saves versus spells that specifically deal bonus effects to constructs.
  • You Didn't See That (Requires Don't Mind Me): As Don't Mind Me, except it also negates Attacks of Opportunity from larger enemies for other actions, such as casting a spell non-defensively or using a ranged weapon.


Resilience: At 5th level, the Monster gains Toughness as a bonus feat.

Monstrous Body Type (Ex): At 9th level, the Monster is not considered a Humanoid for purposes of spells that specifically target Humanoids. If you wish, you may choose to replace your Type with an appropriate Type for your abilities from the following list(Animal, Construct(requires Robotic), Dragon, Fey, Magical Beast, Monstrous Humanoid, or Ooze(requires Gelatinous)). This offers no bonus other than changing your targeting for spells that specifically target type; all the fancy mechanics bonuses are dealt with in your Monster Abilities and Monster Traits. Undead instead become Undead by taking the aptly named Undead trait at 3rd level.

Penetrating Unarmed Strike (Ex): At 13th level, the Monster's unarmed strike ignores the first 3 points of Damage Reduction or Hardness per strike it would encounter in an attack. This increases to 5 points of penetration at level 17.



Back to Main Page3.5e HomebrewClassesBase Classes

Facts about "Monster (3.5e Class)"
AuthorSuperTaster +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillClimb +, Craft +, Disguise +, Escape Artist +, Intimidate +, Knowledge +, Profession +, Ride +, Sense Motive +, Survival + and Swim +
SummaryBuild your own monster! Be a big gloppy goop or a flying bat out of hell! +
TitleMonster +
Will Save ProgressionPoor +