Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armour is too confining and you just don't see the point in using weapons.
Manifest Form (Ex): As a swift action, an ozodrin may manifest or suppress its true nature. The suppressed form is often referred to as the ozodrin's worldly guise. While its nature is manifested, all features that it possesses are revealed (see below) but it may not add or remove new features (but see Aberrant Nature, below). When the ozodrin manifests its true form, all creatures possessing a line of sight with it that the ozodrin doesn't choose to exclude must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become shaken for one minute or until the end of the encounter, whichever comes last. Creatures that succeed on this saving throw are immune to this effect when used by that particular ozodrin for 24 hours.
Special:An ozodrin may choose to suppress the effects (and visual components) of its aberrant feats when in its worldly guise but it must suppress all or none of such effects.
Aberrant Affinity (Ex): An ozodrin gains Aberrant Blood as a bonus feat at first level and may take aberrant feats even if it isn't humanoid. In addition, an ozodrin gains a bonus equal to its class level to will saves against Aberrations and their abilities (note this bonus does not apply to spells or abilities granted by classes that an Aberration may posses). Classes which advance the Manifest Form ability advance this ability as well.
If the ozodrin would be gaining this ability on its first level, it may gain Mourning Mutate (Dragon #359 p. 110) instead of Aberrant Blood with DM's permission.
Menacing Demeanor (Ex): Ozodrin have unsettling personalities and their very presence seems unnatural no matter which form they take. An ozodrin gains a bonus to Intimidate checks equal to its class level in both its mundane form and its true form. Classes which advance the Manifest Form ability advance this ability as well.
Form Points (Ex): An ozodrin has a number of form points equal to its Charisma modifier + the number of Aberrant feats it’s taken + three times its class level. These points may be used to apply different features to the ozodrin’s manifested form. All features cost form points. If you remove a feature, you regain the form points spent on it. The total cost of all features added cannot be more than the total number of form points you have.
Feature (Ex): An ozodrin's manifested form has varying features. Every feature costs a certain number of form points. An ozodrin chooses which features its manifested form possesses. An ozodrin may add, remove, or change a feature from its manifested form as a move action or a standard action. Unless otherwise noted, and ozodrin may only change features while in its worldly guise. Some features can be augmented. If so, the augmentation must be chosen when adding the feature unless otherwise noted. Features only are visible and grant their effects while an ozodrin's true nature is manifested.
Features that are of a different size than the ozodrin use the ozodrin‘s size modifiers for attack rolls and AC, not the feature‘s. The feature’s size does however effect the damage die used and noted traits (though size increases past colossal do not increase damage). Also, while many features grant natural attacks, an ozodrin cannot make more attacks with its natural attacks granted by features per round than half the sum of its class level + its Charisma modifier.
All of an ozodrin‘s natural attacks gained from features are considered primary attacks unless otherwise noted. If the ozodrin has natural attacks from sources other than its class levels, such as its race, it may instead choose to use its racial natural primary attack(s) instead. If an ozodrin makes natural attacks and attacks with a weapon, the natural attacks are considered secondary.
Specific of the features can be found directly below and in the posts below or here.
FeaturesDevour (Ex): Ozodrin of second level or higher are capable of consuming pinned opponents. Bite attacks made against an opponent the ozodrin has pinned do not take the usual -4 penalty to attack rolls and the ozodrin may make as many bite attacks as they would normally be able to (normally you cannot attack a pinned opponent with your own weapon, nor can you usually attack a grappled opponent with multiple light weapons). The ozodrin may choose to have a successful bite attack against a pinned opponent deals 1 point of con damage instead of its normal damage. For each point of con damage dealt this way, the ozodrin heals 2 points of damage. The ozodrin may cough up any magical or inorganic items possessed by one or more completely eaten opponents (opponents that were killed by bite attacks effected by this ability, even if they did not deal con damage) as a standard action as long as they do so within ten minutes of eating the opponent(s). Pieces of inorganic opponents such as iron golems cannot be coughed up this way and unusually potent items, such as artifacts, can be coughed up even after 10 minutes have passed. The ozodrin cannot choose which items they cough up in this fashion - all items that could be coughed up are.
Primary Stomach (Ex): An ozodrin's stomach can hold a number of small creatures equal to its class level squared times two (at level 8 this would be 128). Four small creatures equal 1 medium, 4 medium equal 1 large, 4 large equal 1 huge, etc. Unlike most creatures with a swallow whole ability, an ozodrin has no natural hazards in it's stomach. Instead it is able to place features in it's stomach, allowing it to see and attack creatures it swallows. If it has no eyes inside it's stomach, creatures in contact with the stomach have partial concealment (as it can feel them but not see them) while creatures that are flying or otherwise avoiding touching the surfaces have total concealment.
As long as the ozodrin is manifesting it's true nature, there is a supply of air to the stomach. However, if it suppresses it's true nature, the air supply is cut off. In this case there is enough air to support a creature for 1 minute for every creature of it's size that could fit in the stomach before the supply is exhausted (this assumes normal activity).
If the ozodrin has recently Devoured a creature, there is a 100% chance that any loot it had on it might be in the stomach (determined for each piece of loot individually). This decreases by 5% for every round since the creature was devoured. A corpse or body parts (unless artificial) will never be found this way.
If an ozodrin has at least two limb or tentacle features in its stomach and one or more eyes, it is able to retrieve the items itself as a swift action, tossing them out of one of its mouths. Alternatively, an ozodrin may attempt to cough up all swallowed items as a standard action.
If the ozodrin dies, creatures in its stomach have 1d6 rounds to escape before they are forcefully ejected (along with all the other contents of the stomach not a part of the ozodrin) as the pocket dimension collapses, dealing 1d8 damage per 4 ozodrin levels. Creatures ejected this way show up at the location of the ozodrins corpse or as close to it as possible if other ejected contents are in the way.
Note that an ozodrin does not gain Swallow whole until level 8.
If another class would advance the stomach feature, it advances this ability as well.
Strange Anatomy (Ex): At 4th level, an ozodrin’s body no longer functions exactly like other living creatures. When a critical hit, sneak attack, or similar effect requiring a discernable anatomy is scored on an ozodrin manifesting its true form, there is a 5% chance per ozodrin level that the critical hit or sneak attack is negated and damage is instead rolled normally. The number of ozodrin levels counted for this cannot exceed the ozodrin's Max Dex bonus to AC. In addition the ozodrin ignores penalties due to size for grappling and gains a +5 bonus to escape artist checks.
Ozodrin may also ignore size requirements for feats. However, they only gain the benefits of those feats with features that meet the size requirements.
Bizarre Grappler (Ex): At fourth level, an ozodrin gains improved grapple as a bonus feat, even if it doesn't meet the prerequisites. If it already has improved grapple it gains a bonus aberrant feat.
In addition, it is treated as if it had the monstrous feat Snatch (Monster Manual p. 304), with the exception that it also counts for tentacle attacks (instead of just bite and claw attacks) and features need not be huge or larger to benefit from it. This counts as both snatch and improved grab for the case of qualifying for prerequisites. If the ozodrin already had improved grab, snatch, or both it gains a +2 bonus to grapple checks for each one. This bonus is gained retroactively if either are acquired later in the ozodrin’s career. Note that it does not actually gain the feat snatch.
Jaws that Bite (Ex): If a creature attempts to use a Swallow Whole special attack against a 5th level or higher ozodrin manifesting it's true nature that has at least one mouth, the ozodrin may choose to make a grapple attempt in response. If successful, the ozodrin avoids being swallowed and instead pins the opponent . The ozodrin may choose to use their own Swallow Whole special attack if they have one. This grapple check does not provoke an attack of opportunity.
Unearthly Power (Su): An ozodrin’s natural weapons granted by features receive an enhancement bonus equal to 1/2 its class level to attack rolls. Any attack effected by this ability bypasses damage reduction as though it were a magic weapon.
Strange Movement (Ex): An ozodrin of at least 7th level is able to pull itself into the extra-dimensional pocket that its digestive system occupies and return at a nearby spot. This acts as a non-magical teleportation ability that can be used as a standard action any number of times per day, provided the total distance moved is no greater than 5ft per class level per day. Line of sight is required, but if the requirement is somehow negated attempts to return within a solid object or occupied square cause the ozodrin to be shunted to the nearest unoccupied square, taking up as much of the daily movement as needed to reach it. If there is not enough movement, the ozodrin takes 1d6 points of damage per additional 5ft needed. In addition, rather than instantly reappearing, it may instead choose to wait inside the extra-dimensional pocket, but each round it does so counts as 5ft of movement for the day’s limit. While so hidden, the ozodrin may act normally, but may not effect anything outside the pocket dimension. This ability may be used only if the ozodrin is manifesting it's true nature. At level 10, dimensional anchor and similar spells or effects do not prevent strange movement.
Swallow Whole (Ex): When making a grapple attempt against a creature in the same square as a mouth, the ozodrin is capable of attempting to swallow it whole. The ozodrin may only swallow a creature whole if the creature is the same size as the mouth used for the attempt or smaller. Creatures may escape the stomach by trying to cut through the wall or, if there are any mouths, trying to climb up the throat and out the mouth.
The walls have an AC of 10 + two times the ozodrin’s class level, hardness equal to 1/2 the ozodrin’s class levels (rounded down), and require 5 times the ozodrin’s class level in damage to make a hole large enough for a medium sized creature to escape (a hole for a large creature requires twice as much damage as a medium, a huge requires twice as much as a large etc. A hole large enough for a small creature requires only 4x the ozodrin‘s class level damage to create a hole large enough, and a tiny or smaller hole requires only 3x the ozodrin‘s level in damage). Holes reseal in 1d4 rounds if no further damage is done and the ozodrin is still alive. The ozodrin takes 1 point of damage for every 10 points of damage dealt to the walls of its stomach.
If a swallowed creature attempts to climb out, it must succeed on a DC 30 climb check for three consecutive rounds (for each successful round count it as an additional 10 feet of height for calculating fall damage on a failed check). If the creature is attacked while climbing, it must attempt the check again at a -5 penalty. As a move action the ozodrin may attempt to swallow with one or more throats, prompting a climb check for any creatures currently trying to climb out opposed by a grapple check from the ozodrin. The ozodrin may also choose to tighten one or more throats as a standard action, reducing the DC of climb checks for the round by 10.
Aberrant Feat (Ex): At level 8, an ozodrin gains a bonus aberrant feat of its choice. It gains another at level 15.