Special Abilities
At 2, 5,10,13 and 18 HD, a Corspe Companion gains one special ability. These special abilities improve the companions capabilities. Some Abilities have prerequisites that must be met before the ability can be taken.
Altered Limbs (Ex)
This creatures limbs become long and gangly reaching all the way to the ground. They add 5' to the creatures reach. and the creatures gains +1 STR
Animator (Sp)
Prerequisite : Brain Eater
Any corpse feasted upon by a Brain eater rises in 1d4 rounds as a Brain Eating Zombie.
Bite Attack (Ex)
The creature gains an additional Bite attack that does damage according to its size. This attack is considered secondary attack. It also gains Multiattack as a bonus feat.
Black Breath(Ex)
Prerequisite: Diseased
The creature can expel a cloud of pestilence from its body in a cone up to 60' long. Those within the cloud must make a fort save (DC 10+1/2 HD +Cha mod) or are under the effects of a contagion spell.
Brain-Eater
When an opponent dies, the creature uses its next turn to feast upon its victim’s brain, making spells that require a complete corpse (such as raise dead) useless. This feats heals the creature for 1d8 hp (plus the victims size modifier)
Burrower (Ex)
Prerequisite: a claw attack
The creature gain Burrow movement at 20 feet as well as increases its STR by +1 and its claw damage is as if it were one size larger.This power gives the undead a +12 stealth bonus when it is buried , a Successful Tracking DC20 allows one to notice the freshly upturned earth.
Chamber Sense (Su)
This creature is of higher intelligence granting it a +3 to its INT Furthermore it is driven to protect an area of up to 100ft in diameter from intrusion or stealth. This ability alerts the undead when any sentient being enters its lair uninvited. Other creatures may be shielded from Chamber Sense through non-detection spells or other effects that protect from scrying. When making caster level check to penetrate such wards the creature uses its HD as its level.
Claws
This creature gains a claw attack as a primary attack. It does damage based on its size.
Command Lesser Undead (Su)
Prerequisite: 10HD+
The creature can command Undead just like the feat except it uses its CHA modifier instead of its HD for its caster level..
Deathless (Su)
Prerequisite: Regeneration
This creature is extra resilient gaining a +2 CHA. Additionally instead of the creature being destroyed when reduced to 0 hit points, it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. It can only be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Diseased (Su)
The creatures touch carries a disease as if the victim are under the effects of a contagion spell.
Disfiguring Bite (Ex)
Prerequisite: Bite Attack; Grab attack; Savage Teeth
The undead can sever limbs on critical hits. To be vulnerable the victim must be corporeal and have defined limbs, but otherwise even those normally immune to critical hits can be affected.
When the creature makes a successful critical with its bite attack the victim must make a successful reflex save (DC = 10 + Creatures DEX & STR modifier) If it succeeds it merely suffers normal critical damage. If the victim fails, they suffer the normal critical damage and creature manages to bite off a limb (usually the closest hand). The victim also suffers 1d4 bleed damage. If the victim rolls a natural 1 on the reflex save. treat the critical as if it were made by a vorpal weapon.
Dispelling Glare (Su)
This creature gains an increased INT +2, and its gaze can dispel magical effects once per day, just like the dispel magic spell. This is a supernatural ability that takes a standard action to invoke. It
does not provoke an attack of opportunity. When making the level check, use the creatures HD for the level.
This ability may be taken multiple times each time granting another use.
Dread Gaze (Su)
Anyone meeting the eyes of this creature must make a Will Save, Those that fail turn and flee as if affected by Fear.
Drink Fluids (Ex)
Prerequisite: Brain Eater
When a creature with this ability successfully gains a hold of a victim, it can drain fluids through the victims skin, this attack deals 1d8 points of damage and the victim must make a fort save or suffer 1d3 temporary CON damage.
Earth breaker (Ex)
Prerequisite: Burrower
This creature has improved STR +2 and gains sneak attack as a rogue when bursting out of the ground from an undetected hiding place.
Energy Drain (Su)
Prerequisite: 5HD+ ; CHA 14+
This attack saps a living opponent’s vital energy and happens automatically when a melee attack hits. Each successful energy drain bestows one negative level If an attack that includes an energy drain scores a critical hit, it bestows 2 negative levels. A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
Fearsome Speed (Ex)
This creature has improved DEX +2 and land speed (+10 ft base movement)
Flaying Touch (Su)
If a creature with this ability does 5 or more damage with a single natural attack, it tears a gaping wound that cause the victim to suffer Bleed:1 for 1d4 rounds.
Ghastly Flight (Su)
This creature sprouts decayed wings that increase the creatures effective size giving it a -1 size modifier to its AC. The creature gains the power of Flight at its base movement speed with poor maneuverability.
Ghastly Flight (Advanced) (Su)
The creature has become more adept at its wings granting it a +2 DEX doubling its flight speed and increasing the maneuverability to average
Grab Attack (Ex)
Prerequisite: a Slam attack; STR 17+
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Influencing Gaze (Su)
The target must make a Will save. Failure indicates that the target is treated just as if it were under a suggestion spell, the effect lasts1 day or until the action is completed.
Leaper (Su)
This creature gains increased DEX +1 and a +20 bonus to all jump checks, with its jumping distance doubled.
Life Drinker (Su)
Prerequisite: Energy Drain
This being not only drains life it uses it to fuel its own power.For each level drained it gains an additional +5 HP (total of +10), +1 Atck +1 damage.
Life Slayer (Su)
Prerequisite: Animator; Brain Eater; Energy Drain
May attempt to instantly slay and reanimate a single living creature The creature gets a Fortitude save (DC 10+1/2 HD+Cha mod) to avoid the effect. If the save fails the victem is instantly slain and rises 1d4 rounds later as a juju zombie
Necrotic Blood (Ex)
Prerequisite: Necrotic Touch
Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison (see Poisonous Touch). (Melee weapons with reach don't endanger their users in this way.)
Necrotic Infusion (Su)
Prerequisite: Necrotic touch
The touch of this creature is infused with negative energy, when living creatures are struck this energy is transmitted to them burning through attacking the forces that animate their body. Victims must make a fort save or suffer 1 point of [Ability] damage per round until they are healed by a neutralize poison
Necrotic Touch (Su)
The natural Attacks of the creature contain a vile negative infused substance that does 1 point of Ability damage (STR) (CON) or (DEX) chosen when the ability is chosen. Type poison (injury); Save Fortitude DC (10+ 1/2 HD); Onset 1 round.; Frequency 1/round for 5 rounds Effect 1 [Ability] damage; Cure 1 save
Paralyzing Gaze (Su)
Prerequisite: Paralytic Touch
Anyone who meets the gaze of the creature must make a will save or be paralyzed for 1d4+1 minutes. This is a magical fear effect
Paralytic Touch (Su)
The creatures attack can paralyze the living. Any creature hit by the creatures natural weapons must make a Fortitude save or be paralyzed for a number of rounds equal to 1d6 + the undead HD. If the undead has less than 4HD it does not affect elves. The DC for the save is 10 + 1/2 HD + Cha Modifier)
Regeneration (Su)
This creatureis infused with greater Necrotic energy gaining a +1 CHA and fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).
Relentless Hunter (Ex)
Prerequisite: Fearsome Speed
These creatures hunts prey relentlessly gaining a +2 DEX, and a Climb speed equal to half the base creature’s land speed, and the scent special ability It also has a +4 racial bonus to Survival checks to track by smell.
Savage Teeth (Ex)
Prerequisite: Bite Attack
The creature does bite damage as if it were one size larger, and on a confirmed critical cause Bleed of 1d4.
Slam (Ex)
This creature gains a Slam attack. If it already has a slam attack it can make a second slam as part of a full round action.. The damage is based on the creatures size.
Spider Climb (Su)
This creatures improved DEX +2. allows it to climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Touch of Dread (Su)
Prerequisite: Dread Gaze
Those that are touched by the creature through either a natural attack or a touch attack must make a fortitude save or be stunned for 1 round. Stunned creatures cannot act and lose all dexterity bonus and the opponent gets a +2 bonus to attack them. Constructs , oozes, plants, undead, incorporeal creatures and creatures immune to critical cannot be stunned.
Undead Berserker (Ex)
The creature can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It also gains temporary hit points equal to 2/HD. These Temporary hit points are lost first.
Unholy Touch (Ex)
So evil is the touch of this creature that it deals +2d6 points of unholy (evil) damage to those of good alignment. This creature gains the bonus damage only when it uses natural attacks. It does not gain this damage when using other types of touch attacks.
Wraith Step (Su)
Prerequisite: Leaper
This creatures DEX (+2) and leap is supernatural granting an additional +10 to all jump checks and jumping distance is again doubled. Also gains the ability to cast feather fall as a free action on itself only.