MoL

Monster of Legend

Monsters of legend are fearsome creatures. They are legendary, and stories will be told about them long after their deaths – if they even die at all. If there are no existing legends of them, there certainly will be!

Prerequisites

To become a monster of legend, a creature must fulfill the following requirements:

  • At least four levels in monster classes.
  • Any type but humanoid.
  • Cannot be a cohort, follower or similar.
  • Must perform a deed worthy of a legend. This may be fulfilled in your characters future. This requirement fuels your character. They are no longer capable of simply laying down roots and living a mundane life. The desire to be legendary drives them, and leads them to do things they otherwise might not in order to achieve deeds of legend.

Class

HIt Dice: D8

Level BAB Fort Ref Will Special
1st +0 +0 +0 +1 Body of legend, legendary might, legendary skill, legendary prowess
2nd +1 +1 +1 +1 Saga
3rd +2 +1 +1 +2 Saga
4th +3 +1 +1 +2 Saga
5th +3 +2 +2 +3 Saga

Skill Points: 4 + int mod
Class Skills: As base creature

Class Features

Proficiencies: Monsters of legend gain no new proficiencies.
Body of Legend: Unlike other monster classes, the creature’s original racial traits are retained. The Monster of Legend type becomes Outsider and gains all features of the outsider type. If the monster of legend is on it’s home plane (the plane the creature was born) it gains the native subtype. The monster of legend gains it’s original type as a subtype and is considered both an outsider and it’s original type for all purposes. If a spell effect would affect one, but not the other, the monster of legend is still affected.

Legendary Might: The Monster of Legend is truly legendary in appearance. The monster of legend may have any number of cosmetic changes, or even special effects like body parts made of energy, as long as his original race is still recognizable. These changes provide no mechanical benefit.

The monster of legend’s natural weapons are treated as ghost touch and as being of the monster’s alignment for all purposes. They also ignore half the damage reduction of any creature they strike if they would not normally bypass the damage reduction.

Finally, a Monster of Legend is immune to polymorphing effects against its own will.

Legendary Skill: The monster of legend gains either one major or two minor abilities from the following list.

Major
Fast Healing The monster gains fast healing equal to half it’s character level. If it gains fast healing from another source, or already had fast healing, increase it’s fast healing by 2, instead.
Immunity The monster of legend is immune to mind-affecting effects.
Spell Turning The monster of legend has a permanent spell turning effect on it, except that it reflects one spell level for every 2 character levels the monster of legend has, and automatically recharges at the start of the monster of legend’s turn.
Minor
Immunity The monster gains immunity to acid, electricity, fire, cold or poison. Can be chosen more than once.
Damage Reduction You gain damage reduction equal to half your character level that may be overcome by magic.
Spell Resistance You gain spell resistance equal to 11 + your character level.
Extra Sensory Perception The monster of legend has a permanent, non magical, see invisibility effect on it. When the monster of legend has 14 character levels this ability improves and instead provides a permanent non magical true seeing effect.
Wings The monster of legend grows wings, allowing it to fly at twice it’s base land speed with average manoeuvrability. If the monster of legend already has wings, or later grows wings from another monster class, it grows a secondary matching pair. This improves manoeuvrability by one step and increases the monster’s flight speed by 5 feet per character level.

Legendary Prowess: All monster of legend levels provide +1 to a single ability score. This score must be chosen at 1st level and cannot be changed once the choice is made.

Saga: At 2nd, 3rd, 4th and 5th levels the monster of legend gains one of the following abilities.

Breath Weapon You gain a breath weapon usable once every 1d4 rounds with an area of effect equal to 30 feet + 5 feet per character level or a line equal to 60 feet + 10 feet per character level. It deals 1d4 points of elemental damage per character level. A reflex save of DC 10 + half your hit dice + constitution modifier can be made for half damage.
The elements that can be chosen are positive (heals living creatures), fire, cold, acid and electricity. If you have gained another ability from monster of legend and chose positive energy you may chose any elemental type listed above. If you chose something other than positive energy you must select positive energy or the energy type you selected.
Frightful Presence When you attack, charge, fly overhead, or otherwise use a damaging active ability all creatures within 5 ft per character level must succeed on a will save DC 10 + half your character level or become shaken. This affects all creatures regardless of hit dice or immunity to fear. Creatures larger than you, allied with you, or normally immune to fear gain a plus 5 bonus to their save. Those who fail their save by 4 or more are frightened instead. Those who fail by 8 or more are panicked. This effect lasts for 2d4+2 rounds. Any creature cannot be affected by this ability more than once in a 24 hour period.
Elemental Body When damaged in melee combat, elementally infused blood splashes out in a cone with a range of 5 feet per 4 character levels. This cone must include the attacker in the area. It deals 1d4 points of damage of an element chosen by the monster. Once this element choice is made it cannot be changed. The attacker does not get a save, but anyone else in the cone gets a reflex save DC 10 + half your character level + con modifier, for half damage.
The elements that can be chosen are positive (heals living creatures), fire, cold, acid and electricity. If you have gained another ability from monster of legend and chose positive energy you may chose any elemental type listed above. If you chose something other than positive energy you must select positive energy or the energy type you selected.
Sweet Poison You are a natural corrupter of hearts. Whenever you lure a creature in an act of passion – defined by you but never less than a standard action and a melee touch attack – they must succeed on a fort save with a DC of 10 + half your character level + your charisma modifier of suffer from a special poison. This poison is otherwise undetectable and inflicts 1 wisdom damage as primary and secondary damage. Creatures normally immune to poison or ability damage are still affected, but gain a plus 5 bonus to their save. The poison lasts for 1d4+1 rounds and has no cure save.
Sweet poison is extremely addictive and anyone who suffers ability damage from it takes a cumulative -1 penalty on each save against it. Any creature who failed 3 or more saves to resist the poison makes a will save (same DC, complete with penalties) at the start of each day or seek out the monster responsible, for 24 hours, as they want more of the sweet poison. They otherwise act normally, including defending themselves from threats, save for the effects of a reduced wisdom.
Drain Choose one natural weapon, or the constrict ability, that a monster of legend has. Each time a creature is hit by that natural weapon, or each round they are grappled by the construct ability, they lose 1 point from a single attribute chosen by you. For each saga ability gained, this damage increases by one. Once you chose your attribute type it cannot be changed. The victim can make a fortitude save DC 10 + half your character level + your charisma modifer for half damage (minimum one). Constitution cannot be chosen as the attribute. This ability loss is ability damage. It becomes ability drain when you have 10 character levels.
In addition, you gain 2 temporary hit points per ability point drained. These temporary hit points last one hour and stack with temporary hit points gained from this ability.
Blinding Flash You can emit a blinding flash of light once per day per point of charisma modifier or per class level, whichever is higher. This blinding flash has a radius of 10 feet per character level and a fortitude save DC equal to 10 + half your character level + your charisma modifier. Anyone who fails the save is blinded for 1d6 minutes. If they make the save they are blinded for 1d4 rounds. If they are vulnerable to bright light they gain a -2 to their save. Any extra sensory vision is lost for this duration. This ability cannot be used for 1d4+1 rounds after use.
Energy Attack Once per minute, as a swift action, you may charge your natural attacks – or any weapons you are holding, but not both – with a type of energy you have an affinity with. Once this energy affinity is chosen it cannot be changed. The effect lasts 1d4+1 rounds.
During this time, the charged weapons deal an extra 1d8 points of damage of the energy type. This is considered precision damage. When you attain 10 character levels, and again every 5 levels thereafter, the energy damage increases by a further 1d8.
The elements that can be chosen are positive (heals living creatures), fire, cold, acid and electricity. If you have gained another ability from monster of legend and chose positive energy you may chose any elemental type listed above. If you chose something other than positive energy you must select positive energy or the energy type you selected.
Air Storm As a roar, massive clap of hands, flap of wings or similar, as a full-round action you may create a 100 ft cone filled with a windstorm. This effect lasts for 1d4 rounds, but can be extend by repeated continuous uses of this ability. The duration is not extended if multiple uses are not continuous.
For example: Fred uses the ability on round one, and rolls a 4. It will last until the end of his turn on round 5. On round two he uses it again, and rolls another 4. The effect will then last until the end of his turn on round 9.
When you have 10 character levels the windstorm becomes a hurricane. When you have 15 character levels it becomes a tornado. When you have 20 character levels it becomes a super hurricane, having wind speeds twice that of a tornado and appropriately catastrophic effects. The save DC is 10 + 1/2 your character level + the highest of your constitution or charisma.
Summoner Three times per day you may use gate as a spell-like ability, except that it only allows creatures from the connecting plane to come to your current plane. It has a duration of one round per character level and one creature passes through the gate every 1d4 rounds. The creature has a CR no greater than your character level -5.
You may communicate with any creatures that arrive through the gate telepathically and they remain for 1 minute per CR of theirs. They have no obligation to serve you, but will not immediately be hostile towards you. The same is not true for other party members.
Legendary You gain a legendary bonus equal to your charisma modifier to your AC, CMD, initiative and saving throws. These bonus apply against touch attacks, when flat-footed and when unconscious. They do not stack with a paladin’s divine grace, or any ability that gives you your charisma as a bonus, or replacement for a different attribute, to AC and/or CMD.
Prophet Choose any 2 cleric domains. You gain the spells on those domains as spell-like abilities usable once per day. You may not use any spell that has a level greater than half your character level. The save DC for these spell-like abilities is 10 + spell level + charisma modifier.
Natural Mage Choose any 2 sorcerer spells per spell level. You gain those spells as spell-like abilities usable once per day. These spells must match a theme that fits with the legend you have, or are forming. You may not use any spell that has a level greater than half your character level. The save DC for these spell-like abilities is 10 + spell level + charisma modifier.
Overmind Choose between one psionic discipline. You gain all abilities of that discipline as psi-like abilities usable once per day. You may not use any power that has a level greater than half your character level. The save DC for these psi-like abilities is 10 + spell level + charisma modifier.

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