Hollow Abilities

The abilities presented here are those available to Hollows, and a few other classes through Prestige classes, most notably the Vizard.

How to read abilities

Name:Should be self explanatory
Prerequisites:The Hollow must meet the listed prerequisites to be able to select the ability. If a value of something (such as base attack bonus), then any value equal to or greater quallifies
Sealed:This field denotes if Arrancar (or similar entities) retain these abilities while in their Sealed form.

Selecting Hollow Abilities

A character may select any ability they meets the prerequisites for. Unless otherwise stated, a character may only select each hollow ability once

Standard Hollow Abilities

Aquatic

Level:Standard Hollow
Prerequisites:None
Sealed:No.
The Hollow is an aquatic creature, equipped with gills, flippers and other such underwater adaptations. Upon taking this ability, the Hollow gains water breathing as an extraordinary ability, and gains a swim speed equal to their land speed, and all other benefits of having a swim speed. this feat may be taken multiple times, each time increasing the Hollow's swimming speed by their base land speed. An aquatic Hollow gains the aquatic subtype.

Blindsense

Level:Standard Hollow
Prerequisites:5 HD
Sealed:No. This ability is always available.
The Hollow gains blindsense out to a range of 30 ft. This ability may be selected twice, the second time extending the range to 60 ft.

Bony Protrusions

Level:Standard Hollow
Prerequisites:None
Sealed:Yes (available only as a Hollow or in Resurrección)
The Hollow gains the benefit of having armor spikes, automatically dealing 1d6 points of damage to any creature engaged in a grapple with them every round. This ability can be selected multiple times. Each time it increases the damage by 1d6

Breath Weapon

Level:Standard Hollow
Prerequisites:None
Sealed:No
Upon taking this ability, the Hollow gains the ability to breathe a burst of energy or gas that functions as a breath weapon. Choose an energy type for the breath weapon to deal damage with, and either a 15 foot cone or a 30 foot line. The breath weapon deals 2d6 damage, plus an extra 1d6 damage per 2 hit dice. Those affected are allowed a reflex save (DC 10 + 1/2 Hit dice + Con modifier), for half damage. A Hollow can use its breath weapon once every 1d4 rounds as a standard action.
This ability may be taken multiple times. Each time either increase the range (15 feet for a cone, 30 feet for a line), the damage by 1d6, or reduce the delay of use by one round, to a minimum of one use per round.

Burrowing

Level:Standard Hollow
Prerequisites:None
Sealed:Yes. Only available in hollow form or Ressuresción
Upon taking this ability, the Hollow gains a burrow speed equal to half of its land speed. This ability may be taken multiple times, each time increasing the speed by an extra 1/2 land speed.

Change Size:

Prerequisites:3 hit dice
Level:Standard Hollow
Sealed:Yes. This ability is only active during ressureción or
Upon taking this ability, the Hollow either increases or decreases in size. If the Hollow increases in size, it goes up a size category (medium to large, large to huge etc) it gains +4 Strength, +2 Constitution, and suffers a -2 penalty to its Dexterity. If the creature reduces its size, it goes down one size category (normally to small) it gains +4 Dexterity and -2 Strength.
This ability may be taken multiple times. Each time, the Hollow increases or decreases in size, depending on which they chose the first time they selected this ability.
A Hollow paragon's (but not a standard Hollow) natural weapon damage is unaffected by its size. The Hollow's reach cannot drop below 5ft.

Constrict

Level:Standard Hollow
Prerequisites:Improved grab Hollow ability
Sealed:Functions as long as improved grab is available.
The Hollow gains the Constrict monster ability. Any time it makes a grapple check to deal damage, it inflicts an additional 1d6 points of damage. This ability can be selected multiple times. Each time increases the damage by 1d6

Damage Reduction

Level:Standard Hollow
Prerequisites:5 hit dice, improved natural armor
Sealed:No. this ability is always active
The hollow gains DR 2/-. This stacks with the Hollow's Heiro. This ability may be taken multiple times.

Energy Resistance

Level:Standard Hollow
Prerequisites:3 hit dice
Sealed:No. this ability is always active.
The hollow gains 10 resistance to fire, cold, lightning, acid or sonic. This ability may be taken multiple times. Each time gives either a new resistance or stacks with an existing resistance.

Extra Limb

Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar retains any movement mode granted, but loses any extra natural weapons until it enters ressureción.
The hollow gains an extra limb, chosen from the following list:

  • Extra Legs: increase the Hollow’s land movement speed by 10 feet. This may be taken multiple times. Its effects stack
  • Extra Arm: The Hollow has an additional claw attack. This can be taken multiple times.
  • Tail: The Hollow has a tail attack. This can be either bludgeoning or piercing damage. The tail attack can be used to trip.
  • Strengthened Jaw: The Hollow has a bite attack
  • Wing: The Hollow has a wing that gives it a wing buffet attack. Two wings gives the hollow a fly speed equal to its land speed, with poor maneuverability

This ability may be taken multiple times. Its effects stack where applicable.

Evasion

Level:Standard Hollow
Prerequisites:3 hit dice
Sealed:No
The hollow gains the benefit of the Evasion ability

Improved Evasion

Level:Standard Hollow
Prerequisites:Evasion, 9 hit dice
Sealed:No
The hollow gains the benefit of the Improved Evasion ability.

Fast Healing

Level:Standard Hollow
Prerequisites:8 hit dice
Sealed:No
The Hollow gains Fast Healing 5. This ability may be taken multiple times, the benefits stack. At the time the Fast Healing is taken, select two energy types that can prevent the Fast Healing from functioning (defaults are Fire and Acid). The Hollow cannot gain resistance or immunity to either of these energy types, and any existing resistance to the energy type is effectively negated.

Regeneration

Level:Standard Hollow
Prerequisites:Fast Healing, 10 hit dice.
Sealed:No
The hollow can regrow limbs in 3d4 rounds. This ability may be taken three times, successive times reduce the amount of time it takes to re-grow limbs by 1d4 rounds. The hollow cannot regrow limbs that were severed by the energy type that prevents their fast healing.

Fortification

Level:Standard Hollow
Prerequisites:None
Sealed:No. This ability is always available.
The Hollow gains partial immunity to critical hits. It may be selected 4 times, each time adding a 25% chance that any critical hit fails. When they have taken this ability the maximum number of times, the Hollow also becomes immune to precision damage, such as that offered by sneak attack.

Hide in Plain Sight

Level:Standard Hollow
Prerequisites:9 hit dice
Sealed:No
The hollow gains the ability to hide in plain sight (see ranger)

Improved Flight:

Level:Standard Hollow
Prerequisites:Must be able to fly
Sealed:No
The Hollow becomes a much more able flier. It increases its flight speed by 10, and it’s manoeuvrability by one step

Improved Resistance:

Level:Standard Hollow
Prerequisites:None
Sealed:No
Increase any of the Hollow’s saving throws by +2. This ability can be taken once for each save

Improved Grab

Level:Standard Hollow
Prerequisites:None
Sealed:No, but only applies to an Arrancar’s unarmed attacks (treat their unarmed damage as the chosen natural weapon)
Select a natural attack the hollow possesses. If they hit with that attack, they can immediately initiate a grapple with any opponent up to one size category smaller than them as a free action without provoking an attack of opportunity.

Swallow Whole

Level:Standard Hollow
Prerequisites:Improved grab applied to a bite attack
Sealed:Yes. Only available to a normal hollow or an Arrancar in ressureción
If the Hollow wins its first grapple check with its bite attack, it can establish a hold and attempt to swallow its target on the next round. A successful grapple check allows it to swallow any target at least two size categories smaller than it. Swallowed creatures take 2d8+4 points of bludgeoning damage, plus an additional +4 bludgeoning damage per size category greater than large the Hollow is (huge Hollow do 2d8+8, gargantuan Hollow do 2d8+12, colossal Hollow do 2d8+16). In addition, the target also takes 4 points of acid damage, +4 for each size category greater than large (huge Hollow do 8, gargantuan Hollow do 12, colossal Hollow do 16). A swallowed creature can cut its way out using a slashing or piercing weapon to deal 25 points of damage to the Hollow’s gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The hollow can hold up to 2 creatures two size categories smaller than it, 4 creatures three size categories smaller than it, 8 creatures four size categories smaller than it, 32 creatures five size categories smaller than it, 128 creatures six size categories smaller than it, 512 creatures seven size categories smaller than it, and 1,524 creatures eight size categories smaller than it in its gizzard at one time.

Increased Natural Armor

Level:Standard Hollow
Prerequisites:None
Sealed:No
The Hollow’s carapace is harder or tougher than normal. It gains +3 natural armor. This can be taken multiple times, its effects stack.

Increased Ability Score

Level:Standard Hollow
Prerequisites:None
Sealed:No
The Hollow gains +4 to one ability score. This ability can be taken multiple times. Its effects stack.

Increased Hit Die

Level:Standard Hollow
Prerequisites:None
Sealed:No. This ability is always active.
The Hollow's hit dice increase by 1 step. This ability can be taken multiple times, to a maximum hit dice size of 1d12. This ability applies retroactivley

Invisibility

Level:Standard Hollow
Prerequisites:5 HD
Sealed:No. This ability is always available while the Hollow has sufficient SEP.
The Hollow gains the ability to turn invisible. This can be activated as a standard action that costs 3 SEP. It functions as the spell of the same name.

Magic Fang

Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar’s zanpakuto has all the enhancement and abilities of its most advanced natural weapon
The Hollow gains a +1 enhancement bonus to their natural attacks, or increases the bonus by +1 if they are already enhanced. This applies to all of their natural weapons. Alternatively, this can be used to obtain a weapon enhancement, though this is applied to only one natural weapon. Vorpal both require the natural weapon to have three enhancements, be it through bonus or abilities. a natural weapon cannot have the Dancing enchantment for obvious reasons.

Mettle

Level:Standard Hollow
Prerequisites:3 hit dice
Sealed:No
The hollow gains the benefit of the Mettle ability.

Poison

Level:Standard Hollow
Prerequisites:3 HD
Sealed:No. This ability functions with an Arrancar's Zanpakutou (although when used with their Zanpakutou, it requires a swift action each round to activate it).
One of the Hollow's natural attacks gains poison. Upon gaining this ability, they choose an ability score. Once per round, the Hollow may have a successful attack deal 1d2 primary, 1d4 secondary ability damage of that type- a Fortitude save (DC 10 + half HD + Con modifier) negates this damage. This ability may be selected multiple times. Each time it either increases the number of attacks per round the poison may be applied, adds an additional type of poison (they select an additional ability score and can choose for each attack which poison to use), or increases the save DC by +2.
This ability stacks with the Poison type abilities of an Arrancar's Zanpakutou.

Uncanny Dodge

Level:Standard Hollow
Prerequisites:3 hit dice
Sealed:No
The hollow gains the benefit of the Uncanny Dodge ability

Improved Uncanny Dodge

LevelStandard Hollow
Prerequisites:Uncanny dodge, 9 hit dice
Sealed:No
The hollow gains the benefit of the Improved Uncanny Dodge ability.

Spikes

Level:Standard Hollow
Prerequisites:3 HD
Sealed:Yes (available only as a Hollow or in Resurrección)
The Hollow gains Spikes. As a standard action they can launch 2 spikes up to 60 ft. They make two attack rolls and each spike does 1d4 + half strength modifier damage. All targets must be within 30 feet of each other. This ability may be taken multiple times. Each time this is taken, it increases the spikes fired by 2, or increases the damage dealt by one step (maximum natural weapon damage), player's choice.

Skilled

Level:Standard Hollow
Prerequisites:None
Sealed:No
The Hollow gains a +10 enhancement bonus to any one skill. This ability can be taken multiple times. Its effects stack, or it can be applied to a different skill

Spell Resistance

Level:Standard Hollow
Prerequisites:None
Sealed:No
The Hollow gains spell resistance equal to its hit dice + 5. This may be taken multiple times. Each time, increase the spell resistance by 5

Spell-Like ability

Level:Standard Hollow
Prerequisites:None
Sealed:No
The hollow gains a spell-like ability usable twice/day. The maximum spell Level they can acquire when taking this ability is based on their hit dice, and they can gain any spell as a spell-like ability that a Kido Shinigami of an equivalent Level can cast (1st Level spells at 1 HD, 2nd Level spells at 3 HD, and so on). This ability may be taken multiple times, each time gives them an additional two uses of an existing spell-like ability per day or gives them access to another spell-like ability.

Adjuchas Hollow Abilities

Deflection

Level:Adjuchas
Prerequisites:None
Sealed:Yes. The hollow must be in its released state to benefit from deflection
This gives the Adjucha’s hide the ability to deflect ray or line attacks once/encounter as an immediate action, casting them harmlessly to the side. This ability may be taken multiple times, it gives an additional use per encounter.

Reflection

Level:Adjuchas
Prerequisites:Deflection
Sealed:No
This changes one of the Adjucha’s uses of Deflection into reflection, causing the ray attack to rebound upon its caster and target them instead. The caster’s attack roll is made against the caster’s AC instead of the Adjucha’s AC, and the effects are resolved normally.

Energy Drain

Level:Adjuchas
Prerequisites:12 HD
Sealed:No. This ability functions with an Arrancar's Zanpakutou.
The Hollow gains an energy drain ability to one of their natural attacks. Once per round on a successful attack with that natural weapon, in addition to dealing their normal damage, they may also bestow one negative level on the target. A Will save DC of 10 + half HD + Con modifier negates. Negative Levels bestowed by this ability are temporary, recovering after 10 minutes, and thus it cannot be used to kill an opponent. This ability can be selected multiple times. Each time it adds an additional negative Level to the attack (to a maximum of 2), or increases the Will save DC by 2.

Energy Immunity

Level:Adjuchas
Prerequisites:Energy Resistance 30 with the selected element
Sealed:No. This ability is always available.
The Hollow gains immunity to a single energy type, which must match the type of energy that he qualified for this ability with. If multiple energy types qualify for this ability, choose one.

Energy Shield

Level:Adjuchas
Prequisites:Energy Resistance
Sealed:Yes
The Hollow gains the ability to surround itself in an energy field. Upon taking this ability, they choose an energy type that can be selected with Energy Resistance, and must be one which they have Energy Resistance for. This ability may be activated as a move action, and costs the Adjuchas 1 SEP per round to maintain, lasting until it either cancels it or is depleted of SP. Any creature that comes within 5 feet of the Hollow suffers damage of that energy type equal to the Hollow's level. This also provides the benefit of taking another instance of the energy resistance Hollow ability.
This ability can be taken multiple times. Its Effects do not stack. Each time it is taken, the Hollow gains an energy shield for another type of energy. The Hollow may only maintain one shield at a time
The energy type chosen must be one the Hollow has energy resistance to.

Greater Invisibility

Level:Adjuchas
Prerequisites:Invisibility Hollow ability
Sealed:No. This ability is always available while the Hollow has sufficient SEP.
The Hollow may activate this ability as a full round action that costs 7 SEP. It functions as the spell of the same name, with a caster level equal to Hollow level.

Permancy

Level:Adjuchas
Prerequisites:spell-like ability
Sealed:varies based on the effect. A Monster ability is sealed, a permanancied spell is not
This gives the Hollow a permanent spell effect. Any spell under the Wizard spell “Permanency” can be given to the Hollow with this ability. Alternately, an ability a pre-existing monster in the Monster Manual can be chosen, but as a general rule no Adjucha should be given an ability of a monster with a higher CR than it has. This should be discussed with your DM

Power Shift

Level:Adjuchas
Prerequisites:Increased Size
Sealed:No
This ability allows the Hollow to move the ability bonuses and penalties from Size Increases to other attributes. They cannot apply both bonuses from an increase in size to the same attribute.

Pounce

Level:Adjuchas
Prerequisites:None
Sealed:Yes. The hollow may only pounce with its natural weapons, not a zanpakuto
Whenever the hollow charges, it may make a full attack instead of a single attack.

Precognition

Level:Adjuchas
Prerequisites:None
Sealed:No
This ability gives the Adjucha a +3 insight bonus to AC. This ability can be taken multiple times, its effects stack.

Massive Blow

Level:Adjuchas
Prerequisites:str 13+
Sealed:no
Treat the Adjucha’s natural weapons as one size category higher for purposes of damage. This ability may be taken multiple times, its effects stack. This ability cannot bring base damage above that of Colossal size.
For a hollow paragon, the hollow’s natural weapons deal damage as if it was 4 levels higher.

Rake

Level:Adjuchas
Prerequisites:2 natural weapons
Sealed:Yes. The hollow may only rake with its natural weapons
The Hollow gains a rake attack. Whenever it hits with at least two of its natural weapons, it gains an additional rake attack that deals damage equal to its Primary weapon’s base damage+1/2 its strength modifier (rounded down) and is made at its highest base attack bonus. This ability may be taken multiple times; each time gives an additional rake attack.

Sharpened instincts

Level: Adjuchas
Sealed: Yes
Upon taking this ability, the Hollow's natural instincts become far sharper, either through some memory of their old life, or their constant battle to evolve as a Hollow.
All Hollow Paragon Levels grant a full base attack bonus instead of medium base attack bonus. This applies retroactively to previous Levels of Hollow paragon.

Shift Form

Prerequisites:Change size/powerhouse genus. Hollow does not have power shift
Sealed:yes
The Hollow may, as a swift action once per turn, increase or decrease their size by one category, gaining all the benefits and penalties of such an action. The maximum size category available to the Hollow is equal to the size they were before they became an Adjuchas, if they chose to increase their size, or their racial size if they chose to reduce their size. The minimum size available to a Hollow is their racial size if they chose to increase size, or the smallest size category they were before they became an Adjuchas. Alternatively, they may take a standard action to change to any size they once were, as opposed to swift actions over multiple rounds.

Swiftness

Level:Adjuchas
Prerequisites:None
Sealed:No
This ability gives the Adjucha +4 to initiative, and increases its movement speed by 10 ft. This ability may be taken multiple times, its effects stack

Vasto Lorde Hollow Abilities

Increased Spiritual Pressure

Level: Vasto Lorde
Prerequisites: spiritual pressure less than 3
The Vasto Lorde's spiritual pressure is so potent it can be felt as a heavy blanket over those nearby, threatening to smoother them if they do not protect themselves. Increase the Vasto Lorde's spiritual pressure by 1. This ability may only be taken once, or twice, if a humanoid Hollow.

Greater Energy Shield

Level: Vasto Lorde
Prerequisites: Energy Shield
The defensive aura the Hollow generates becomes far more potent. When this is taken, either the range of the Energy Shield is increased by 5 feet, or the damage dealt per level is increased by 1. This ability can be taken multiple times. Its effects stack. If the Hollow has multiple energy shields, they are all improved with each instance of this ability.

Joyas De El Diablos

There seems to be no explanation why Hollows who reach Segunda Etapa receive such extreme power no one really cares because researchers usually end up dead before they get a chance to study them. These powers are incredibly powerful and can make the difference in a fight quickly. These powers, of course, become unavailable when the Segunda Etapa is not active.

Regeneración Hiperactiva

Prerequisites: None
Hollow are notorious for their ability to heal quickly, this power is the pinnacle of regeneration and if not stopped quickly will spell doom as they fight against the unstoppable Juggernaut it creates. The user gains Fast healing/25 and can regenerate limbs in 1d3 rounds, this power follows the same rules as the weaker form of fast healing however it does not fully stop Hyper Regeneration, instead the regeneration rate is increased 2d3 rounds and Fast healing ceases to function until the cooldown for regeneration is up. This stacks with the lesser form of Fast healing and only fast healing however can only be taken once.

El Monstruo Destructor Indomable

Prerequisites: None
The Indomitable Juggernaut is a forced to be reckoned with. Unlike others the Juggernaut does not die at half hit points, in order to die he must reach his full Hit point total in negative in order to die. The Juggernaut will not go unconscious until death. Instead of getting weaker the Juggernaut only becomes more powerful the closer he is to death. At 0 HP the Juggernaut gains DR/25, at ¼ his HP total negative his DR increases again by 25, at half it increases once more and a final time at ¾ his total HP in negative. Should his HP restore these bonuses are immediately lost. This stacks with other forms of DR.

La Velocidad es Energía

Prerequisites: None
Unlike the Indomitable Juggernaut the Segunda Etapa that applies this Joyas de el Diablo becomes speed incarnate. Upon gaining this power the user becomes capable of dodging blows like never before . Should the user have his AC beat they can roll 2d6+ their dex modifier and add it to their AC, every subsequent use in the same round lowers the dex modifier bonus by one point, the bonus recovers each round it isn't used more than once. They also gain a swift action after any action that is not a move action. If the user is grappled or helpless this ability is nullified. The defense roll is still subject to flat footed rules. The users base movement increases by 30 feet and if they have flight it becomes perfect.

Lluvia Cero:

Prerequisites: None
The Cero rain is one of the most dangeous Joyas de el Diablo. The hollow's reiatsu has grown so powerful that they can fire off ceros repeatedly without fail and gain access to a far more powerful cero. This allows the Segunda Etapa to have no limit on the amount of cero's they may fire however because these ceros are similar to rapid fire it requires the user to aim much better. This requires the user's ceros to make a ranged attack action to hit. This ability also reduces ceros to only an attack action. The target is still afforded a reflex save but instead of using the hollow's constitution modifier to decide the DC they use their highest modifier instead. This ability also negates improved evasion, gran ray ceroes can be used in this manner but at a -5 penalty. This also grants access to a much more powerful cero, this cero can only be used no more than once an encounter. This cero has no particular name as most have never seen it and those who have usually end up being wiped from existence. This cero has a cone that is over 30 feet wide and does 4d6 per HD.

Presencia la Debilidad

Level: Joyas de el Diablo
Prerequisites: Reflection
The sheer power of the Hollow shows itself, debilitating its victims. All creatures within 30ft of the Hollow must make a Fort save (DC 10 + 1/2 Level + Con modifier) or take 2 Con and 2 Str damage. This includes people who just entered the AoE this turn, even if they move out of the Area of Effect. This ability damage heals faster than normal, 1 point per ten rounds. This ability may be activated as a Move action, and it lasts until the beginning of the Hollow's next turn. The Hollow cannot use Deflection or Reflection while this ability is active.

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