MutationsAscendance: You have purged your body of it's intestines and unnecessary organs. You no longer require food or water, and do not breathe or sleep.
Blubber: You gain the Powerful Build Ability listed on Page 12 of the Expanded Psionics Handbook.
Deadly Ego: Your bonus to attack and damage rolls is based on your Charisma Modifier, not your Strength Modifier. This is a Supernatural ability.
Enhanced Movement: You may choose to increase any 1 movement form you have by +10', or gain 1 new movement form. You may gain any movement form (Swim, Climb, Burrow, Flight) with a movement rate equal to your Land Speed. If you gain Flight, maneuverability is Average. You may choose this mutation multiple times to increase movement speed, or increase the maneuverability of your Flight by 1 step.
Enhanced Senses: This can be taken multiple times, each time you gain one of the following abilities: Dark Vision 60' (or increase your Dark Vision +30' if you already have it), Tremorsense 30', Blindsight 30', Scent, or Wide Angle Vision (you cannot be flanked, and have a +4 Racial Bonus to Search and Spot checks).
Extra Arms: You gain an extra pair of arms (or tentacles or whatever you have now). If you have Natural Weapons based on your arms you gain two additional attacks at your highest BAB with a Full Attack. If not, you gain two additional Unarmed Strikes with a Full Attack at your (Highest BAB -2). This can be taken multiple times.
Extra Legs: You become a Centauroid. This gives you Bonuses to opposing certain Combat Checks (Bull Rush, Trip, etc.) as you have 4 or more limbs and your Carrying Capacity is increased (as well as the cost/weight of your armor). You also gain a Stomp Attack at your highest BAB doing 1d4 plus Str damage as a Free Action with a successful Overrun Attack.
Extraneous Organs: Due to continuous mutation your body has developed new organs, or revised old ones. It does give you some benefit, but it isn't under your control all that well. Roll 1d6 to see which Saving Throw gets a +2 Bonus: 1-2 (Reflex), 3-4 (Fortitude), 5-6 (Willpower). Then roll 1d10 to see what type of Bonus you get: 1-2 (Sacred, reroll if the PC isn't good), 3-4 (Insight), 5-6 (Resistance), 7-8 (Anarchic. This is similar to Sacred or Profane but represents the power of Chaos), 9-10: (Profane, reroll if the PC isn't evil). You may take this mutation multiple times, and similar bonuses stack with each other if they are from this mutation, but not from other sources.
Extraplanar Blood: You are bound to a specific Plane in some way. Choose 1 Plane. You are immune to the negative effects of that Plane (if any) as if you had a permanent Avoid Planar Effects spell on your person. You also gain 1 Subtype associated with that Plane (usually elemental or alignment related, but not species related such as Tanar'ri). You gain all the benefits/penalties (if any) of that subtype.
Flexible Body: You become semi boneless, gaining a +2 Racial Bonus to Opposed Combat Checks (Grapple, Trip, Bull Rush, etc) and Escape Artist checks.
Higher Ascendance(Prerequisite: Ascendance): You have a 50% chance of converting any successful critical hit to a normal hit.
Ignore Gravity: You may decide what direction is 'down' as a Free Action, effectively allowing you to run up walls, stand on ceilings, etc.
Internal Defenses: You are immune to disease, poison, and parasitization.
Manipulate Reality: A number of times per day equal to your Charisma Modifier you may gain a +2 Luck Bonus to any roll. You must announce you are using this ability before making the roll, this is considered a Supernatural ability.
Mutable Age: You become immune to aging effects, and age related ability score penalties and gain the Shapeshifter subtype. You may change your age at will as a Swift Action. Your equipment and clothing also sizes to fit you. There are some minor changes depending on your age:
Infant: Become Size Class Tiny. All movement rates are halved and you gain a +2 Luck Bonus to AC.
Toddler: Become Size Class Small. All movement rates are two-thirds, and you gain a +2 Circumstance Bonus to Bluff checks.
All others: Unchanged. This is a Supernatural Ability.
Mutable Alignment: You may switch your Alignment at will as a Swift Action. So long as you keep your alignment the same during training you may take any class or prestige class that is alignment specific (but possibly losing some or all of their benefits once you change alignment again). This is a Supernatural Ability.
Mutable Defenses: In some manner you have gained a +1 Bonus to Armor Class due to mutation. Roll 1d6 to find out what kind: 1-2 (Sacred, reroll if the PC isn't good), 3-4 (Insight), 5-6 (Natural), 7-8 (Deflection), 9-10 (Profane, reroll if the PC isn't evil). This mutation may be taken multiple times and it's effects stack.
Mutable Gender: You may switch your gender to male or female or any combination in between as a Swift Action. You gain the Shapshifter Subtype. Your equipment and clothing also sizes to fit you. Effects, spells, or items that target a specific gender don't affect you if the result is negative, and you are considered to be whichever gender would be best if the effect is positive. You may take any PrC that is gender specific. This is a Supernatural Ability.
Mutable Race: You may switch race to any race whose Racial Hit Dice and Type are the same as your own and are the same Size Class (unless you can also switch size) as a Swift Action. I.E. a human could become any Medium size Humanoid. You don't gain Racial Abilities, and your stats remain the same, but you are a member of that race for all other purposes and effects, and can take PrC's limited to a specific race so long as you remain a member of that race while in training (you may temporarily lose some or all PrC abilities when switching to other races). Your clothing and equipment sizes to fit you. This is a Supernatural Ability.
Mutable Size: You may switch your Size Class up or down 1 step as a Swift Action (i.e. if you are normally Medium you can become Small or Large). Your clothing and equipment sizes to fit you, and this is considered a Supernatural ability. This mimics the spells Enlarge Person and Reduce Person in effect.
Narcissist's Boon: Your bonus hit points are calculated based on your Charisma Modifier, not your Constitution modifier. This is a Supernatural ability.
Natural Weapon: This Mutation may be taken multiple times. Each time this mutation is chosen you decide to either gain a new Natural Weapon or to upgrade an older one you already have. The Chaos Monk can take Daze, Enhanced Damage, Enhanced Reach, or Stun as upgrades to your Unarmed Strike Attacks.
You can gain either a Bite, Claws, Slams, Tentacles, Tail Strike, Radula, or Horn Gore/Head Butt. Natural Weapons are considered Secondary Natural Weapons (adding half Str Modifier in damage) in addition to the Chaos Monks Unarmed Strike.
Natural Weapons
Bite (1d4 Small/1d6 Medium/1d8 Large), 1st upgrade can be Poison, Enhanced Damage, Enhanced Reach, or Blood Drain. 2nd upgrade can be Deadly Poison if Poison has been selected.
Claws (1d3 Small/1d4 Medium/1d6 Large), 1st upgrade can be Poison, Enhanced Damage, Enhanced Reach, or Rakes. 2nd upgrade can be Deadly Poison if Poison has been chosen, or Pounce if Rakes have been chosen.
Horn Gore/Head Butt (1d4 Small/1d6 Medium/1d8 Large), Head Butt does Bludgeoning Damage, Horn Gore does Slashing or Piercing damage. 1st upgrade can be Enhanced Damage, Enhanced Reach, Daze (if Head Butt), or Powerful Charge. 2nd upgrade can be Stun (if Daze was chosen), or Greater Powerful Charge if Powerful Charge was chosen.
Radula (1d2 Small/1d3 Medium/1d4 Large), 1st upgrade can be Enhanced Damage, Enhanced Reach, Poison, or Drill. 2nd upgrade can be Deadly Poison if Poison was chosen, or Enhanced Drill if Drill was chosen.
Tail Strike (1d4 Small/1d6 Medium/1d8 Large), if you choose Tail Strike choose whether or not it does piercing, slashing, or bludgeoning damage. 1st upgrade can be Enhanced Damage, Enhanced Reach, Poison (if it does Piercing Damage), or Daze (if it does Bludgeoning Damage). 2nd upgrade is Deadly Poison if Poison was chosen, or Stun is Daze was chosen.
Tentacles (1d3 Small/1d4 Medium/1d6 Large), 1st upgrade can be Enhanced Damage, Enhanced Reach, or Improved Grab. 2nd upgrade is Constrict if Improved Grab was taken.
Upgrades
Blood Drain: If you can pin your opponent in a Grapple you can Drain 1d3 Constitution every round you can maintain the Pin (you heal 5 hit points each time you successfully Drain an opponent).
Constrict: The Monk does (double tentacle damage plus double Str Bonus) with a successful Grapple Check.
Daze: A successful critical hit with an attack of your choice Dazes your opponent for 1 round.
Deadly Poison: Initial and Secondary damage of Poison is now 1d4 Constitution.
Drill: Attacks with the Radula are considered Adamantine for overcoming DR.
Enhanced Damage: Damage increases 1 step (i.e. from 1d6 to 1d8). This may be done more than once. Or if you only have one Natural Attack you can choose this option to add double your Strength modifier to damage (this can be done once).
Enhanced Drill: Attacks with the Radula are now touch attacks.
Enhanced Reach: The reach of one of your Natural Weapons increases by +5'. This can be taken multiple times, and applies to a different natural Weapon each time.
Poison: The poison is Injury, Fortitude Save negates (Save DC is 10 plus half Hit Dice plus Constitution Modifier), Initial and Secondary Damage is either 1d4 Strength or 1d4 Dexterity
Pounce: You can make a Full Attack on a charge (including Rake Attacks).
Powerful Charge: Identical to the Feat in the Miniature’s Handbook.
Greater Powerful Charge: Identical to the Feat in the Miniature’s Handbook.
Improved Grab: If the Chaos Monks successfully hits with his Tentacle attack he may make a Grapple Check as a Free Action without provoking an attack of Opportunity.
Rakes: You gain two Rake attacks you can use in grapples (damage and to hit is equal to claw attacks).
Stun: A successful critical hit with an attack of your choice Stuns your opponent for 1 round, and Stunned with a regular hit if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier).
Nerveless: You no longer have a nervous system. You are immune to penalties or damage based entirely upon pain (for example spells such as Wrack or Symbol of Pain) and you are also immune to Paralysis.
Removed From Nature: You are immune to exposure to the elements, as if you permanently had an Endure Elements spell upon your person.
Supernatural Defenses: This mutation may be chosen multiple times. You may choose from the list below:
Energy Resistance: You gain Energy Resistance 5 to one form of energy (Acid, Cold, Electricity, Fire, or Sonic). If you take this mutation again you may increase your Energy Resistance by 5, or gain Resistance to a new form of Energy.
Exotic Resistance: You gain Resistance 5 to some form of exotic attack such as positive or negative damage, or alignment based damage (Anarchic, Axiomatic, Profane, Sacred, etc.).
Fast Healing: You gain Fast Healing 3. Each time this is taken your Fast Healing increases by 1 (i.e. if you took it a second time it would be Fast Healing 4).
Regeneration: You gain Regeneration 1. When you get this ability choose two damage sources (usually energy types) which bypass your Regeneration. You may not take this mutation multiple times.
Spell-Like Ability: Choose any 1 spell from the Sorcerer/Wizard spell list from the Divination or Abjuration schools. It can be any spell that a Wizard whose level is equal to your Chaos Monk level that doesn't have the Law descriptor. You may cast it once per day as a Spell-Like Ability. If you take this multiple times you can gain a new Spell-Like Ability or use the old one an extra time per day.
Spell Resistance: You gain Spell Resistance equal to 10 plus your Chaos Monk level.
Third Eye: You permanently have one of the following spells permanently in effect on your person: Arcane Sight, Detect Alignment (as Detect Chaos/Evil/Good/Law, but looks for all 4 alignments), Discern Shapechanger, Know Vulnerabilities, or See Invisibility. This may be taken multiple times, and is a Supernatural Ability.
Unnatural Weapon: You have the ability to perform some sort of supernatural attack. This can be chosen multiple times, and is a Supernatural Ability. You may choose from Gaze Attacks, Energy Enhanced Attacks, Disease, Breath Weapons, Paralysis, or Rays.
Gaze Attacks have a 30' Range and are negated by a Willpower Saving Throw (Save DC is 10 plus half Hit Dice plus Charisma Modifier). Effect is identical to one of the following spells: Bestow Curse, Charm Monster, Confusion, Crushing Despair, Enervation, Fear, Greater Rebuke (See Spell Compendium), or Rainbow Pattern.
If you choose Energy Enhanced Attacks your Natural Weapons, successful Grapple Checks, and unarmed strikes do additional energy damage equal to their Charisma Modifier. You may choose from Acid, Anarchic, Axiomatic, Cold, Electricity, Fire, Negative, Positive, Profane, Sacred, or Sonic damage. If you choose this attack a second time, it does +1d6 energy damage of the chosen type with a successful critical hit.
To choose Disease you must have already chosen a Bite, Claw, or Radula attack with the Natural Weapon Mutation. Attacks with that weapon require the victim to make a Fortitude Saving Throw (DC is 10 plus half Hit Dice plus Charisma Modifier) or contract any one disease from page 292 of the DMG (choose 1 when getting this mutation).
If you choose Breath Weapon you may use it once every 1d4 rounds. It is either a 15' Cone or a 30' Line doing 3d6 Acid, Anarchic, Axiomatic, Cold, Electricity, Fire, Negative, Positive, Profane, Sacred, or Sonic damage. A Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) reduces damage to half. Breath Weapon may be taken multiple times, increasing the damage +2d6 each time.
If you choose Paralysis, decide whether it is attached to your Unarmed Strikes or a Natural Weapon. Whenever you successfully Critical with whatever you chose your victim must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d4 rounds.
If you choose Ray you get a ranged touch attack that can be used once every 1d4 rounds at a range of 120'. Damage is 2d6 Acid, Anarchic, Axiomatic, Cold, Electricity, Fire, Negative, Positive, Profane, Sacred, or Sonic. Ray may be chosen multiple times, increasing the damage +1d6 each time.
Greater MutationsAberrant (Prerequisites): Removed from Nature, Cha 15+: Animals can sense your wrongness.
Animals and Vermin must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) to approach within more than 30 feet of you.
Boneless (Prerequisites): Flexible Body, Con 15+, Cha 15+: You no longer have bones, your body is held up by Chaos alone. You have a +8 Racial Bonus to Escape Artist checks, and are immune to any spell or effect that requires a target to have a skeleton. You also gain DR 10/Slashing or Piercing.
Broken Perspective (Prerequisites): Manipulate Reality, Cha 15+: Choose one square within 30' as a Swift Action. This square is considered to be adjacent to you, and you Threaten or Flank from it as normal. If you are attacked you must make a Concentration Check (DC is 10 plus damage dealt) to maintain this power. You can re-establish the connection next round as a Swift Action (changing the location is also a Swift action).
Carrier (Prerequisites): Internal Defenses, Con 15+: You might be immune to disease, but you sure spread it around. You are infected with one of the following diseases: Blinding Sickness, Red Ache, or Slimy Doom (see DMG page 292). You show no effects of the disease and are immune to it, but opponents who bite you ( in the case of Blinding Sickness), injure (in the case of Filth Fever or Red Ache), or come into contact with (in the case of Slimy Doom) may catch it from you on a failed Fortitude Save (Save DC is 10 plus half Hit Dice plus Constitution Modifier).
Chaotic Adept (Prerequisites): Manipulate Reality: Choose any 1 spell from the Sorcerer/Wizard spell list with the Chaos descriptor. It can be any spell that a Wizard whose level is equal to your Chaos Monk level could cast. You may cast it once per day as a Spell-Like Ability. If you take this multiple times you can gain a new Spell-Like Ability or use the old one an extra time per day.
Crushing Innocence (Prerequisites): Mutable Age:
You appear as a child to fool the unwary. When using your mutation to appear as a child of your race (or another one if you have Mutable Race), you radiate an aura of innocence, and other beings find it difficult to harm you. While appearing as a child you permanently gain the benefits of the Sanctuary spell as a Supernatural Ability.
Cyclops (Prerequisites): Enhanced Senses or Third Eye, Spot or Search 8 ranks, cannot have Multi-Eyed:
You have only one eye. Surprisingly this doesn't completely screw your depth perception. You gain a +4 Racial Bonus on all Saving Throws against Gaze Attacks.
Energy Burst (Prerequisites): Energy Enhanced Attacks: On a successful Critical you do +1d6 damage of the appropriate energy type.
Extra Head: When you are targeted by an Illusion or Mind-Affecting Effect make two Saving Throws. Unless you fail both of them you are considered to have Saved successfully.
Fractured Space (Prerequisites): Manipulate Reality, Cha 15+: Once per day you may choose any 5' cube within 60', and warp space within it for the duration of the encounter. Anything entering that square cannot leave it. If it walks out of the front of the square, it re-enters through the opposite side. If it flies out the top, it re-enters from the ground below. Anything too large to enter the square (such as a creature with an Area of 10') is repulsed and cannot move through it.
Hideous (Prerequisites): Any 1 mutation, cannot have Unearthly Beauty Feat:
Damn you is ugly. You may always Take 10 on Intimidate Checks, and any spells/effects/abilities you have that cause Fear have the Save DC increased by +2. You take a -2 Circumstance penalty to Diplomacy Checks.
Improved Manipulate Reality (Prerequisites): Manipulate Reality, Cha 15+:
You are learning to master your ability to bend reality to your whim. This Ability may be taken multiple times. Each time you take it you may use your Manipulate Reality ability 3 more times per day.
Infested (Prerequisites): Internal Defenses, Con 15+:
You are crawling with parasites. Any opponent that Bites or Grapples you in melee combat must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be infested by parasites. If the opponent has Swallow Whole and Swallows you, the Save DC is +4. The opponent must make a Save each round it is in contact with you. The parasites damage works similarly to disease, but beings immune to disease are still affected by it, although a Remove Disease spell will destroy the parasites and prevent further damage. Contact, Incubation 1 day, Damage 1d3 Dex and 1d3 Con.
Invert Space (Prerequisites): Manipulate Reality, Cha 15+: You warp reality. You may use this Ability a number of times per day equal to your Charisma Modifier and it lasts for the duration of the encounter. Choose one opponent within 30' as a Swift Action. If he fails a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) ranged attacks that target switch to him instead. Area of Effect attacks that would normally target teh square you are in target his instead.
Manipulate Time (Prerequisites): Manipulate Reality, Cha 15+: A number of times per day equal to your Cha Modifier, once per round, you may use an additional Free, Swift, or Immediate Action.
Multi-Eyed (Prerequisites): Enhanced Senses or Third Eye, Spot or Search 8 ranks: You cannot be Flanked. You gain a +2 Racial Bonus to Search and Spot checks.
Painless (Prerequisites): Nerveless, Con 15+:
It's not wise to fist fight you. You are immune to non lethal damage from attacks such as whips or saps, unarmed strikes, and some spells. Non lethal damage from environmental effects or dehydration/starvation still effects you.
Psychic Invisibility (Prerequisites): Manipulate Reality, Cha 15+: You cause your opponent to be unable to see you. You may use this Ability a number of times per day equal to your Charisma Modifier and it lasts for the duration of the encounter. Choose one opponent within 30' as a Swift Action. If he fails a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) you are considered to have Total Concealment against him.
Redundant Organs (Prerequisites): Higher Ascendance, Con 13+:
You have extra copies of some organs, making it harder to strike a vital area. You have a 75% chance of turning a critical hit into a normal hit.
Reverse Gravity (Prerequisites): Ignore Gravity, Cha 15+: This is similar to Ignore Gravity but you choose one opponent within 30' as a Standard Action and he makes a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or you can control what direction is down for him. This effectively duplicates the effects of a Reverse Gravity spell on one Opponent, or to cause him to 'fall' into a wall or ceiling. Your Caster Level is equal to your Hit Dice.
Sideslip (Prerequisites): Manipulate Reality, Cha 15+: As a Swift Action once per round you may Teleport up to a distance of 30' and act normally thereafter (i.e. take a Full Round Action if you wish). You may use this Ability a number of times per day equal to your Charisma Modifier.
Slip Behind (Prerequisites): Sideslip: You may teleport directly behind an opponent, who is unaware of your presence until you announce it (say by attacking him or making noise). He is considered Flat-Footed against you for this round.
Unearthly Beauty (Prerequisites): Mutable Gender, Narcissist's Boon, Cha 19+:
You are attractive to the point of causing people to stare and gibber... Opponents who would find you attractive, instead find you incredibly desirable. Anyone able to see you once you have come within 10' of them must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected as by a Charm Person spell as long as you are in their presence. They get a new Save if you leave their presence to return later.
Xenophile (Prerequisites): Extraplanar Blood, Cha 15+:
You are like candy to the natives of a certain realm. Outsiders native to the Plane you chose for your Extraplanar Blood Feat are always initially friendly to you, and you gain a +2 Bonus to all Diplomacy rolls against them.
Yaoi Boi/Yuri Gurl (Prerequisites): Unearthly Beauty:
You are attractive enough to members of the same gender that you cause a great deal of reluctant soul searching... Opponents who would find you unattractive due to their sexuality instead find you incredibly desirable. Anyone fitting this description able to see once you are within 10' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected as by a Confusion spell as long as you are in their presence. They get a new Save if you leave their presence to return later. Opponents who would normally find you attractive are affected as if by a Charm Monster spell instead of the Charm Person ability you gained from Unearthly Beauty.