Acidic Healing (Ex) The creature regains 1 hit point for each full round that it remains in contact with acid. When struck by a magical acid effect, the creature heals 1 point of damage per 10 points of damage that the acid effect would otherwise deal.
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 poison.
Corrosive Wake (Ex) When this creature burrows, it can move through solid material, including stone and metal, as easily as a fish swims through water. It leaves behind a 5-foot-diameter, smooth-sided tunnel coated in acid that deals 1d3 points of acid damage to creatures coming into contact with its surface. This acid lasts a number of rounds equal to the hardness of material it burrowed through.
Digestive Enzyme (Ex) This insect injects a corrosive enzyme that paralyzes its prey. A creature bitten by this insect must succeed at a DC 15 Fortitude save or be paralyzed for 1d4 rounds. Each round, the creature can attempt a new save; on a failure it is still paralyzed and takes 1d2 points of Constitution damage. The save DC is Constitution-based.
Energy Bite or Energy Claw (Su) The pokemon’s natural attack damage deals 1d6 extra points of acid damage.
Energy Explosion: Once per day as a standard action, the monster can create a 20-foot-radius burst within 60 feet. This deals an amount of acid 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.
Healthy (Ex) Prerequisites: +2 racial bonus to Constitution. Benefit: Members of this creature's race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases
Noxious Smother (2 EP) On a successful grapple check, the creature can fill his opponent’s mouth and nose with noxious muck. The opponent must immediately hold her breath or begin drowning and cannot speak or cast spells with a verbal component. Furthermore, the opponent must make a Fortitude save each round that she is unable to breathe or be nauseated until 1d4 rounds after the muck is cleared. A creature can remove this smothering muck by succeeding on a Constitution check (DC for this check is the same as for the Fortitude save) as a move action that provokes attacks of opportunity. This move action may be performed even while being grappled. The save DC is Constitution-based.
Lesser Breath Weapon (Su) The pokemon gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of acid 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) This pokemon breathes a stream of energy which does 1d6 acid 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.
Nausea (Su) A creature that is damaged by a draugr must make a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Plagueborn (Ex) Members of this creature's race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Poison Use (Ex) Members of this creature's race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Poisonous Blood: This functions as the poison option, but affects any creature that confirms a critical hit against the monster using a piercing or slashing melee weapon (unless the weapon has reach).
Poison Immunity (Ex) This pokemon does cannot be affected by and not suffer from damage or any other effect inflicted by poison.
Poison Resistance (Ex) Members of this creature's race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Poison Spray (Ex) As a standard action usable every 1d4 rounds, this insect can spray poison from its mouth in a 15-foot line. Any creature caught in this area must succeed at a DC 14 Reflex save or be exposed to the insect’s poison. The save DC is Dexterity-based.
Resistant (Ex) Members of this creature's race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Rusting Bite (Ex) The creature’s bite secretes a potent corrosive agent, thus its bite ignores all hardness from any object. If the creature bites a creature, the rusting agent functions similar to a poison, using the following statistics: Bite–injury; save Fort 30; frequency 1/round for 5 rounds; effect 1d10 Str, Dex and Con damage; cure 2 consecutive saves. This bypasses immunity to Poison damage.
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.
Stench (Ex) The creature’s smell or appearance is so offensive it sickens nearby creatures. Any living creature except its summoner that approaches within 30 feet or begins its turn in that area is sickened for 1 round per every 5 hit die unless it succeeds at a Fortitude save (DC = 10 + 1/2 the creature’s HD + its Con modifier). Creatures that successfully save cannot be affected by the same creature’s sickening effect for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. This is a poison effect.
- Stench (Ex) Ghasts exude an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.
Sticky (1 EP) The creature is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The creature gains a +4 bonus on combat maneuver checks to initiate or maintain a grapple.
Weathering (Ex) This creature can release a slow-acting acid that dissolves stone and organic material. By remaining in contact with a 5-foot-square area for 8 hours, the creature can deal 3d6 points of acid damage to the surface, ignoring hardness less than 10.