Breath Weapon- The Monster of Legend can use a breath weapon that fills either a cone with 30+5 feet/HD feet or a 60+10 feet/HD line, dealing 1d6 damage/HD, with a reflex save (DC 10 +1/2 HD +Con mod). This breath weapon can look of any energy type, but it actually deals untyped damage and thus ignores all resistances and immunities. Once the breath weapon is used, the Creature of Legend must wait 1d4 rounds to use it again.
Frightful Presence- When the Creature of Legend attacks or charges it inspires terror in all creatures within 5 feet per HD. Opponents in range must succeed on a Will save (DC 10 +1/2 HD + Con mod) or become shaken. A foe that fails by 4 or more is Frightened, and a creature that fails by 8 or more is Panicked. Regardless of succeeding or failing, creatures cannot be affected again by this for 24 hours.
At 10 HD, this affects even creatures immune to fear, but they gain a +5 bonus on their Will saves.
Hot Blooded- When the Creature of Legend is damaged in melee, elementally infused blood splashes onto a 5 feet per 4 HD cone, that must include the attacker on it's area, and deals 1d4 untyped damage for every 2HD.
Additionally, 1/day per 6 HD, the Monster of Legend may push itself trough it's limits as a free action, even if unable to take actions, it's own elemental blood surfacing at it's skin and granting it a Freedom of Movement effect, plus temporary HP equal to half it's max HP. This state lasts for a number of rounds equal to Con modifier, and during it the Monster of Legend can ignore any ill effects it received before activating this ability. Any new ill effects will affect it as normal, except for ones that would be blocked by Freedom of Movement.
Faith Prophet- Provided it does not already have divine casting or divine caster advancement from another source, the Creature of Legend can now spontaneously cast divine spells, with the ability to cast each spell known once a day. For spells known, the Creature of Legend must pick two domains, and can access any spell of a level that's no more than 1/2 its HD. (A level 6 creature could cast up to level 3 spells). It doesn't gain the extra bonus from the domains. Save DCs are Charisma based.
Should the creature take levels in a divine spellcasting class, it may elect to have its Monster Class & Creature of Legend levels stack for the purposes of determining CL and spells per day. This does not apply retroactively; An 8th level Creature of Legend acquiring one level of cleric would gain the spells per day it would have gained going from 8th level cleric to 9th level cleric, but wouldn't retroactively gain the spell options of a 1st to 8th level cleric.
Sweet Poison-You are a natural corrupter of hearts. Whenever you lure a creature in an act of passion (such as a kiss or anything more "intimate", either way never less than a standard action and a melee touch attack), they must suceed on a Fort save with DC 10+1/2 HD+Cha mod or suffer from a special poison. It isn't detectable by any means and inflicts 1 Wisdom damage as primary and Secondary damage (enemies immune to it can still be affected, but gain a +5 bonus on their saves). If you used it on a sentient being and they fail either save, you drain part of their essence and gain +1 to an ability score of you choice other than charisma for 24 hours. You cannot gain a bonus to any of your ability scores trough this ability bigger than 1/4 your HD.
Sweet Poison is extremely addicting, and anyone who suffered Wisdom Damage from it takes a cumulative -1 penalty on new saves against it. A creature who failed three or more saves must actually make a Will save with DC 10+1/2HD+Cha mod at the start of every day or seek out the one who poisoned them for 24 hours, trying to get adjacent to them by any means possible. They're still free to attack anyone they perceive as an enemy tough.
The only means of removing addiction to Sweet Poison is going trough a month whitout saving against it. This inevitably involves the friends of the victim locking them in a place or providiging Aid Another to help them make their saves.
Essence Drain- Choose one weapon of the Monster of Legend (may be a natural weapon) or its constriction if it has such ability. Every time the Monster of Legend hits an oponent with that weapon, it drains 1d8 from one stat chosen when this ability is gained (if Con is chosen, only 1d4 is drained). Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit Dice + Highest Stat mod) can be made to avoid this drain effect. Even creatures immune to Ability Drain can be affected, but they gain a +5 bonus on their saves. At 10 HD and every 5 HD thereafter, ability Drain increases one die size as if it was a weapon.
In addition with each successful Drain, the Monster of Legend gains 2 temporary hit points per ability point drained for 1 hour, a cumulative +1 to hit and damage rolls for 1 round, and the Save DCs of its Special Attacks gain +2 for 1 round (non-cumulative).
Blinding Flash- The Monster of Legend can emit a blinding flash of light a number of times per day equal to its highest Stat mod as a standard action. Anyone within 100 feet of the Monster of Legend that can somehow detect it it must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Highest Stat Mod modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds. Any extra senses like Blindsense, Blindsight and Mindsight are also lost for the duration. The Monster of Legend must wait 1d4+1 rounds before being able to use this again.
Energized Attack-As a swift action once per minute you may charge your natural attacks (or any weapons you're holding, but not both weapons and natural attacks, and only while you hold the weapons) with energy of some type. You must choose the type when this ability is gained, and the effect last 1d4+1 rounds. During this time your natural attacks do an extra 1d8 damage of the appropriate energy type, plus an extra 1d8 at 10 HD and every 5 HD thereafter. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy or Positive Energy, and can't change later. In addition for the duration you ignore an amount of resistance to your chosen element equal to your HD, with oponents with immunity to your element counting as having resistance 35. In addition your energized attacks inflict an extra penalty depending on the element, all saves are DC 10+1/2 HD+Highest stat mod (the enemy must actually receive at least 1 elemental damage to suffer from this). No single enemy may be forced to save more than 1/round by those.
Acid-Fort save or take a -2 penalty on AC for every 5 HD you have for 1 round.
Fire-Fort save or take extra untyped damage equal to your HD.
Cold-Reflex save or have all movement speeds halved for 1 round.
Electricity-Reflex save or take a penalty on all skill checks equal to half your HD for 1 round.
Negative Energy-Fort save or take a -1 penalty on all saves for every 5 HD you have for 1 round.
Positive Energy-Will save or take a penalty on attack rolls equal to half your HD for 1 round.
Air Storm-as a roar, massive clap of hands, flap of wings or similar, as a standard action the Monster of Legend can create a 100 foot cone filled with
a Windstorm. At 10 HD it can be increased to Hurricane. At 15 HD it increases to a Tornado. All save DCs are 10+1/2HD+Highest Stat mod, and the winds last for 1d4 rounds.
Pact Summoner-3 times per day as a fullround action you can summon an outsider whose CR is equal to (your HD -5). This is the equivalent of a 9th level spell. The alignemnent of Fiend must be the same as your own (i.e. Chaotic Evil can summon Demons, Lawful Evil can summon Devils, etc). The outsider serves for 1 minute per HD and then leaves, and you can't summon a new one while an older one is still present, but you can dismiss them as an Immediate action. If the outsider summoned has any SLA that would normally cost exp and/or gold, you must pay the price yourself.
Deep Power- You gain a Profane(if you're evil) or Sacred (if you're good) Bonus on Armor Class, Initiative Rolls, and Saving Throws equal to your Charisma Modifier. This ability doesn't stack with other abilities that allow you to add your Charisma mod to those things. If you're neither good or evil, pick between Profane and Sacred, you can't change later.
Natural Mage- Provided it does not already have arcane casting or arcane caster advancement from another source, the Creature of Legend can now spontaneously cast arcane spells, with the ability to cast each spell known once a day. For spells known, the Creature of Legend must pick two descriptors/subschools such as [Chaos] or [Fire] or (Charm), and knows two spells of each level from the sorceror spell list with the chosen descriptors/subschools, up to spell level equal to 1/2 its HD. (A level 6 creature could cast up to level 3 spells). Save DCs are Charisma based.
Should the creature take levels in an arcane spellcasting class, it may elect to have its Monster Class & Monster of Legend levels stack for the purposes of determining CL and spells per day. This does not apply retroactively; An 8th level Monster of Legend acquiring one level of sorceror would gain the spells per day it would have gained going from 8th level sorceror to 9th level sorceror, but wouldn't retroactively gain the spell options of a 1st to 8th level sorceror.
Traveler- You may cast Plane Shift at will as a Sorcerer whose Level is equal to your Hit Dice, and you're immune to the ill effects of any plane you travel to. With a touch, you can grant this immunity to any other creature for 1 hour.
Overmind: Choose two descriptors or one psionic discipline. You may choose two powers of each level to manifest once per day(you can choose the same power twice for a single level), the power is manifested without augmentations or pp expenditure. You may not manifest a power whose level is more than 1/2 your HD and you are treated as a psion of your HD for all purposes relating to this ability.
Should the creature take levels in a manifesting class, it may elect to have its Creature of Legend levels stack for the purposes of determining ML and powers per day. This does not apply retroactively.
Gifted for War-You may iniate maneuvers as a martial adept whose Level is equal to your Hit Dice. Pick one martial discipline and choose 4 different 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.