The material below is designated as Open Game Content
The following feats are generally only available to monsters and non-PC creatures. Since The Completist's Guide to Humanoid Characters provide rules for many nonstandard PC races, these feats may be applicable to a character developed using these rules. While not a feat, the Scent special ability is also detailed here for reference.
EMPOWER SPELL-LIKE ABILITY
You select one of your spell-like abilities. You can empower this spell-like ability.
Prerequisite: Spell-like ability at caster level 6th or higher.
Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When you use an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spelllike abilities without random variables are not affected.
You can only select a spell-like ability duplicating a spell with a level less than or equal to half your caster level -2.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different spell-like ability.
IMPROVED NATURAL ARMOUR
You natural armour is particularly tough.
Prerequisites: Con 13, +1 natural armour.
Benefit: Your natural armour bonus increases by 1.
Special: You can gain this feat multiple times. Each time you take the feat your natural armour bonus increases by another point. A fighter may select Improved Natural Armour as one of his fighter bonus feats.
IMPROVED NATURAL ATTACK
Your natural attacks are more damaging than normal.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of your natural attack forms. The damage for this natural weapon increases by one step, as if your 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.
Special: You may take this feat multiple times, but each time it applies to a different natural attack. A fighter may select Improved Natural Attack as one of his fighter bonus feats.
You are effective at fighting with multiple natural attacks.
Prerequisite: Three or more natural attacks.
Benefit: Your secondary attacks with natural weapons take only a -2 penalty.
Normal: Without this feat, your secondary attacks with natural weapons take a -5 penalty.
Special: A fighter may select Multiattack as one of his fighter bonus feats.
QUICKEN SPELL-LIKE ABILITY
Choose one of your spell-like abilities. You are able to use quickened versions of this spell-like ability.
Prerequisite: Spell-like ability at caster level 10th or higher.
Benefit: Choose one of your spell-like abilities, subject to the restrictions described below. You can use that ability 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 free action that does not provoke an attack of opportunity. You can perform another action, including the use of another spell-like ability, in the same round that it uses a quickened spell-like ability. You may use only one quickened spell-like ability per round.
You can only select a spell-like ability duplicating a spell with a level less than or equal to half your caster level -4.
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 an attack of opportunity unless noted otherwise.
Special: You can this feat multiple times. Each time you take it, it applies to a different one of its spell-like abilities.
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odours just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odours can easily mask other scents. The presence of such an odour completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.