I’ve said it before, and I’ll say it again, monsters need feats too, and oftentimes, they have far more feats available for their Hit Dice than there are feats that are appropriate for it. In order to help with that, I’ve been working lately to try to provide hard-working monsters with a better variety of monstrous feats. Today, I’m focusing on defensive feats, and I think you’ll find that the following feats add quite a bit of longevity to your monsters.
Durable Build (Monster)
You were built with an exceptionally solid frame.
Prerequisites: Toughness, construct.
Benefit: You gain 2 additional hit points per Hit Dice you possess.
Special: You cannot select this feat if you have a Constitution score, or if you gain additional hit points as a result of a high ability score modifier of any kind. Bonus hit points based on size or from other sources do not prevent you from selecting this feat.
Fortified (Monster)
Your weak spots are difficult to harm, and not as weak as others might think.
Prerequisites: Construct or undead.
Benefit: Whenever you are the subject of a critical hit, a sneak attack, or another form of precision-based damage, there is a 25% chance that the additional damage is negated, and you take only normal damage from the attack.
Special: You can take this feat multiple times. Each time you take it, the chance of negating additional damage from a critical hit, sneak attack, or other precision-based damage increases by 25%, to a maximum of 100%.
Improved Damage Reduction (Monster)
You are more resilient in combat than others of your kind.
Prerequisite: Damage reduction.
Benefit: Your damage reduction improves by 1. This applies to all forms of damage reduction you possess, except for damage reduction that cannot be overcome by any means (DR/—).
Special: You may select this feat up to 5 times. Its effects stack.
Special: You must naturally possess damage reduction in order to select this feat. Damage reduction gained as a class feature, as a result of wearing adamantine armor, or from polymorph effects is not sufficient to allow you to select this feat.
Improved Fast Healing (Monster)
You heal supernaturally quickly, even for a creature of your kind.
Prerequisite: Fast healing.
Benefit: The number of hit points that you heal as a result of fast healing each round is doubled.
Resilient Regeneration (Monster)
Your regeneration is much harder to stop than others of your kind.
Prerequisite: Regeneration.
Benefit: In order for an attack to cause your regeneration to stop functioning, it must deal at least 5 points of damage of the appropriate type (for example, a troll that was hit with a flaming weapon would continue to regenerate unless the weapon did 5 or more points of fire damage). If you have 11 or more Hit Dice, the attack must deal at least 10 points of damage of the appropriate type, instead.