Body of Legend: Unlike other monster classes, the creature's original racial traits are retained. The Monster of Legend gains Outsider traits, if it did not already have them, with the augmented subtype if necessary. Their native plane is the plane where they were born.
Legendary Might: The Monster of Legend has gone trough a lot, and this reflects on it's body. It may have any number of cosmetic changes or even special effects like body parts made of energy, as long as his original race is still recognizable. Those changes grant no mechanical benefit.
If they still weren't, the Monster of Legend's attacks count as it's own alignment for bypassing defenses. It's melee attacks can strike incorporeal opponents without trouble, and ignore half the DR of any target they strike. If the Monster of Legend already had any of those abilities, then it gains +1 to attack and damage rolls for every overlap.
Finally, a Monster of Legend is immune to polymorphing effects against its own will.
Legendary Skill: Choose one of the following:
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Fast Healing equal to 1/2 the creature's HD. If the creature already had Fast Healing, increase it by 2 instead.
-Immunity to Mind-affecting
-Permanent Spell Turning effect, except that it reflects one spell level for 2 HD of the Monster of Legend, and automatically recharges at the start of the Monster of Legend's turn.
Alternately, pick two of the following (you can't pick the same option twice unless noticed otherwise):
-Immunity to one of the following: acid, electricity,
fire, cold, poison. Can be taken multiple times, each one choosing a diferent immunity.
-DR/material, with the material being iron, silver or adamantium, equal to 1/2 the Creature's HD. If a Creature already has DR from other sources, increase it by +2.
-SR equal to 11+HD. If a Creature already has SR from other sources, increase it by +4.
-Permanent See Invisibility. At 14 HD also works as permanent True Seeing.
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Wings, allowing it to fly at twice its base land speed at average maneuverability. If the creature already has wings, it grows an additional, matching pair, giving them additional flight speed of +5 feet per HD and one step of increased maneuverability
Legendary Prowess: At 1st and 2nd level, the Monster of Legend gains +1 to an ability score of it's choice.
StrengthSaga: at second level, pick a second option from Legendary skill, and an option from below.
Gifted for War-You may initiate maneuvers as a martial adept whose Level is equal to your Hit Dice. Pick one martial discipline and choose 4 maneuvers, none of which can be of a level higher than 1/2 your HD, and you must pick at least one strike, one boost and one counter. You may initiate each of them only once per encounter, and after you used them all you automatically recover them at the start of your next turn. You cannot however recover them trough other classes recovery means. Whenever you level up, you can swap those maneuvers for new ones you qualify for, but they must be of the same school, and you must end up with still at least one strike, one boost and one counter.
Should the creature take levels in a martial class, it may elect to have its Creature of Legend and Monster class levels grant full IL for that class only.