Affinity (Ex) A pokemon who has access to a sorcerer bloodline gains access traits it's bloodline as two levels higher for all sorcerer spells and class abilities. Pokemon who have access to a cleric domain can use their domain powers and spells at +1 caster level. At a GM's approval, this evolution can apply to other class-based traits that are selected by the player at level 1 and cannot be changed, like witch patrons or shaman spirits. For Vermin creatures, this trait is usually centered around insects or poison.
Carry Off (Ex) This creature's carrying capacity is triple normal.
Hive Guard (Ex) These creatures gain Coordinated Defense as a bonus feat, and are capable of granting this feat to all allies within 30 feet. As a standard action, the creature can use its body to provide total cover to creatures behind it or sharing its space, as if wielding a tower shield.
Hive Mind (Ex) All creatures of this species within 1 mile of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flatfooted, then none of them are. No individual in a group is considered flanked unless all of them are.
Hypnotic Carapace (Su) Weakly shimmering magical lights daze those within 30 feet who look upon them (Will save negates). The save is Charisma-based.
Energy Bite or Energy Claw (Su) Choose a damage type. The pokemon’s natural attack damage deals 1d6 extra points of damage.
Energy Explosion: Choose a damage type. Once per day as a standard action, the monster can create a 20-foot-radius burst within 60 feet. This deals an amount of damage equal to 1d6 + the monster’s HD of the chosen type to all creatures in the burst. A successful Reflex save halves the damage.
Energy Infusion: Choose a damage type. Each time the monster uses a spell, spell-like ability, or supernatural ability that deals energy damage, it can choose to change the energy damage type dealt by that ability to the chosen type instead.
Filament (Ex) The creature can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by this filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. The creature can have only one filament active at a time.
Immunity (Ex) This creature is immune to psychic energy.
Infestation (Su) An infestation of poisonous spiders, which nest within this creature’s exoskeleton, constantly surrounds a deathweb, to a radius of 5 feet. Any creature within the infestation takes 1d6 points of damage at the end of each round it remains in the area. A creature that takes this damage must make a DC 17 Fortitude save or be nauseated for 1 round. In addition, those damaged by this infestation are poisoned as well. Any area effect attack that deals 10 or more points of damage to a deathweb destroys its infesting spiders, removing its aura for 3 rounds, after which a new batch of spiders swarms out of the undead’s body to replenish the infestation. The save DC is Charisma-based.
Lesser Breath Weapon (Su) Choose a damage type. The pokemon gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of damage on a single target within 30 feet after making a successful touch attack. This power may be used at will, but must wait 1d4 rounds between uses. At fourth level, and every three levels thereafter, the lesser breath weapon increases its damage by +1.
- Breath Weapon (Su) Choose a damage type. This pokemon breathes a stream of energy which does 1d6 damage for every 2 levels (minimum 1). This breath weapon has a range of either 60 ft or a 10ft cone, and requires a reflex save to halve the damage. The pokemon can use this ability twice per day (although it must wait 1d4 rounds between uses). Breath weapon does not replace lesser breath weapon.
Pheromone (Ex) The first time this creature is successfully hit in combat, it releases a fear pheromone that heightens the aggressiveness of all other creatures of it's species within 50 feet. All affected creatures receive a +1 morale bonus on attack rolls for the remainder of the encounter and fight without penalty even while disabled or dying.
Spell-Like Abilities (Sp) Upon taking this trait, the creature gains access to a number of spell-like abilities according to it's hit die bracket. It gains access to one spell from the following list according to its hit die bracket, which become usable once per day. If the creature has more than 4 hit die and knows at least one spell from the HD bracket one step lower, those spells will be usable three times per day. If it is higher than 9 hit die, the spells that it knows from the the HD bracket two steps below its own become usable at will. This ability can be taken multiple times to learn new spell abilities from any hit die bracket it has access to.
Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes this insect to become nauseated if it fails a DC 14 Fortitude save. This condition persists as long as the insect remains in the smoke, plus 1d4 rounds.