Monster Of Legend
A monster of legend is a creature chosen by a god to perform an appointed task. The creature is imbued with divine abilities and great strength to better accomplish its goal. A monster of legend is a unique creature and considered to be an archetype for creatures of the same kind. These divinely enhanced creatures are often set to guard artifacts or planar portals.
Monsters of legend are highly dangerous creatures. They are stronger, tougher, and fiercer than their normally encountered kin. Most have potent attack forms and special qualities that mark them as having been touched by divine forces. Monsters of legend are rarely encountered by chance. They leave their lairs only when on divine missions or when exacting revenge on those who threaten their divine missions
Creating a Monster of Legend
"Monster of legend" can be added to animal, magical beast, or monstrous humanoid (hereafter referred to as the base creature). The creature's type changes to outsider, though the monster of legend's home plane is the Material Plane. It has all the base creature's attributes except as noted here.
Hit Dice: All the base creatures Hit Dice increase to d8s (if smaller than d8, otherwise same as base creature).
Speed: Same as base creature.
AC: Base creature's natural armor bonus improves by +5.
Attacks: Same as base creature.
Damage: Same as base creature or as indicated on the table below, whichever is greater.
Special Attacks: A monster of legend retains the base creature's extraordinary, supernatural, and spell-like abilities. In addition, it gains one of the following special attacks.
Breath Weapon (Su): Every 1d4 rounds, the monster of legend can use a breath weapon (15-foot cone, 3d6 damage). Choose one of the following energy types: acid, fire, lightning, or cold. A target can make a Reflex save (DC 10 + 1/2 monster of legend's Hit Dice + monster of legend's Constitution modifier) for half damage.
Frightful Presence (Ex): When a monster of legend makes a loud sound (a roar, growl, or other sound appropriate to its form), it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 10 + 1/2 monster of legend's Hit Dice + monster of legend's Charisma modifier) or become shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that monster of legend's frightful presence for 24 hours.
Poison (Ex): A monster of legend delivers its poison with each successful bite attack. A target that succeeds at a Fortitude save (DC 10 + 1/2 the monster of legend's Hit Dice + the monster of legend's Constitution modifier) does not take poison damage from that particular attack. The initial and secondary damage is the same: 1d6 points of Strength damage.
Raging Blood (Su): Choose whether the monster of legend has acid, fire, or electricity in its blood. Each time damage is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of damage of the selected energy type to all within range (no saving throw). A monster of legend is not harmed by its own blood.
Spells: The monster of legend casts divine spells from the cleric list and from the Protection, Strength, and War domains as a 5th-level cleric (save DC 10 + spell level + the monster of legend's Wisdom modifier). It does not gain extra domain spell slots for these domains as a cleric would.
Special Qualities: A monster of legend retains the base creature's extraordinary, supernatural, and spell-like abilities. In addition, it gains two of the following special qualities.
Damage Reduction (Su): 10/+1.
Enhanced Attributes (Ex): The save DC for each of the monster of legend's special attacks, spells, and spell-like abilities increases by +4.
Fast Healing (Ex): A monster of legend regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the monster of legend to regrow or reattach lost body parts.
Greater Damage (Ex): Damage dice for the creature's natural attacks are increased by one die type, as indicated on the table below.
|Old Damage||New Damage|
Haste (Su): The creature is supernaturally quick. It can rake an extra partial action each round, as if affected by a haste spell.
Immunities (Ex): The creature is immune to two of the following effects: acid, electricity, fear, poison, polymorphing, or mind-affecting effects.
Reflective Hide (Su): The creature has a silvery sheen to its skin and is permanently protected by a spell turning effect.
Regrow limbs (Ex): If the creature loses a limb, head, or body part, a new one grows in 1 round. A monster of legend with this ability cannot be slain by a vorpal weapon's head-severing ability.
See in Darkness (Su): The creature can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Spell Resistance (Su): The creature has spell resistance equal to 10 1/2 monster of legend's Hit Dice.
Subtype (Ex): The creature has one of the following subtypes: cold or fire.
Saves: Each of the base creature's base saves increases by +3.
Abilities: Increase from the base creature as follows: Str +10, Dex +6, Con +10, Int +2, Wis +2, Cha +4.
Skills: A monster of legend has skill points as the base creature, adjusted for its increased Intelligence score. Its class skills are as the base creature.
Feats: A monster of legend gains Improved Initiative and Multiattack as bonus feats.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Same as base creature +2.
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
Sample Monster of Legend: Minotaur of Legend.