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. Traits which manipulate plantlife are appropriate for this species.
Algal Bloom (Ex) Once every 2d4 rounds as a standard action while underwater, a blood algae swarm can release a cloud of red pigment in a 10-foot radius centered on the swarm. In this area, the water turns blood red and becomes opaque, blocking vision as obscuring mist. The pigment persists for 3 rounds before dispersing. The pigment colors the skin and clothes of any creature within the area a blood-red color for 1d4 hours, at which time the pigment fades. Scrubbing for several minutes with strong alcohol also removes the pigment.
Barrage (Su) Once every 1d4 rounds, the creature can release a storm of rock in a 30-foot-radius spread. Those within range take 1d6 bludgeoning damage per 2 Hit Dice the earth-infused creature possesses. A successful Reflex save halves this damage. The save DC is Constitution-based.
Bountiful Fruits (Ex) Once per week, this plant produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry.
Burst of Leaves (Sp) As a standard action, the autumn death can unleash an assault of leaves upon its foes. The autumn death points its bony finger to any point it can clearly see within long range and the leaves burst out extending in a 20 ft. radius. All creatures within the burst radius sustain 9d4 points of force damage (Reflex save for half damage). The damage is based on the number of HD the autumn death posses (maximum 10d4).
Calming Fragrance (Ex) The creature’s smell causes unusual effects on nearby creatures. Any living creature that approaches within 60 feet or begins its turn in that area must make a Will saving throw or at the start of its turn to avoid falling under the effects of calm emotions (DC = 10 + 1/2 the creature’s HD + its Con modifier) for 1 round. Creatures that successfully save cannot be affected by the same creature’s calming effect for 24 hours. A delay poison or neutralize poison spell removes the effect from the creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. This is a mind-affecting and poison effect. The save DC is Charisma-based.
Chlorophyll (Ex) In sunlight or within the radius of a daylight spell, each of the creature’s speeds increases by +10 feet, and the creature gains a +2 morale bonus on attack rolls, checks, and saves.
Devour (Ex) While a creature is under the effects of a xtabay’s soporific pollen, the plant may, as a full-round action, occupy the same square as the sleeping creature and slowly sap the life from it. Every round the xtabay uses this ability, the affected creature must make a DC 14 Fortitude save or take 1d2 Con damage. This feeding is curiously painless, and normally isn’t enough to waken a foe put to sleep by the plant. Each round this feeding continues, the sleeping victim can attempt a new DC 14 Will save to awaken. This save DC is Constitution-based.
- Soporific Pollen (Ex) As a standard action, a xtabay can release sleep-inducing pollen into the air around it. Each creature within a 10-ft.-radius burst centered on the xtabay must make a DC 14 Will save or fall asleep for 1d3 minutes. A creature that succeeds on the Fortitude save cannot be affected by the same xtabay’s soporific pollen for 24 hours. A creature put to sleep by this pollen can be awakened by vigorously shaking the sleeper (a standard action ) or by damaging it. This is a mind-affecting sleep effect. The save DC is Constitution-based.
Dream Pollen (Ex) This creature can expel pollen in a 15-foot cone. All creatures within the cone (as well as those who take damage from seed spray) must succeed at aWill save or fall asleep for 1d4 rounds. The save DC is Constitution-based.
Encage (Ex) When a tarantula tree uses its freeze ability, it appears as a grove of trees with a tangled, shared canopy. Since the tarantula tree is Colossal, Large or smaller creatures can move through its space with ease, and the tarantula tree can move through a square occupied by a Large or smaller creature with ease. The tarantula tree never provokes attacks of opportunity from Large or smaller creatures as a result of such movement. As a swift action, a tarantula tree can extend thick, thorny branches from the sides of its trunk-like legs, forming a cage of sorts that functions as a wall of thorns (CL 17th) for the purposes of creatures attempting to move into or out of the tarantula tree’s space. While using its encage ability, a tarantula tree cannot move, but gains a +4 bonus on attack rolls and damage rolls against creatures in its space. It can retract these vines and resume its normal mobility as a move action.
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.
Fronds (Ex) Strangle weed attacks with fronds that can extend up to 20 feet from its central mass. Each strangle weed has 3-12 fronds. A strangle weed attacks with these fronds as a slam attack; although it can make only one attack per round, if it grapples a foe it is not denied its Dexterity bonus against non-grappled foes and can still make attacks of opportunity if it has any free fronds. Once a foe is grappled, the strangle weed can attempt to latch on 1-4 additional fronds each round as a standard action by means of a separate grapple check. Additional fronds attached to a foe do not do increased damage, but they do add a cumulative +2 bonus to the strangle weed’s CMB on subsequent grapple checks against that foe. To free itself, the foe must succeed on a grapple check against every frond grappling it.
Fruit Bombs (Ex) No matter what kind of tree a copsewight was before it died, the unliving plant now bears poisonous fruit, which grows continually and is rotten from the moment it forms on the branches. The tree can fling a fruit at an enemy as a ranged touch attack with a 20-foot range increment. The fruit splatters on impact, dealing 1d6 points of damage and exposing the target to the fruit’s poison. A creature that consumes a fruit or its juice is automatically exposed to 2 doses of the poison (see below).
Gloom (Su) A lovelorn’s presence causes unnatural, thorny vines to grow. After 5 days, an area claimed by a lovelorn grows cold, dark, and stale. This acts as a constant mirage arcana (DC 18) with a caster level equal to the lovelorn’s Hit Dice.
Lovelorns typically use this ability to conceal entrances to their lairs, but also to make their domains appear depressing and grim. A lovelorn can maintain only one gloom at a time, and while within an area of gloom, the lovelorn’s spell-like ability save DCs increase by 1.
Greensight (Su) The creature can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the creature’s sight, though solid wood still blocks its line of sight.
Grounding Curse (Su) Any living creature that takes damage from this creature's natural attack must make a Fortitude save or have hundreds of tiny seed pods injected into its body. These seeds grow rapidly; they explode through the victim’s skin on its next turn, dealing 1d6 points of damage and entangling it as runners and vines grow from its flesh and root themselves in the ground. The victim cannot move unless it makes a DC 10 Strength check to tear the plants from the ground, but doing so also deals 1d4 points of damage to the victim. This effect lasts for 10 minutes. Remove curse, blight, diminish plants, and similar spells instantly end this effect. The save DC is Constitution-based.
Grow Fruit (Ex) This plant can drastically speed up its fruiting process, producing an edible fruit without spines over the course of 1 minute. This fruit functions as though affected by goodberry and also provides the benefits of endure elements. Producing a fruit with these abilities is draining for the plant; as a result, it takes 1d4 points of Constitution damage.
Feed (Ex) The creature's roots can feed on a helpless or willing target. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and Intelligence drain, and the creature heals 3d6 points of damage.
Healing Sap (Ex) Once every 1d4 rounds, the plant can cover a wound on a living creature with sap from its body. The sap cures 2d8 points of damage. When the plant uses this ability, it loses its fast healing ability until it can use this ability again. Healing from this ability does not deal damage to undead creatures.
Improved Woodland Stride (Ex) A sump steward can move through any sort of bog or undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed without taking damage or suffering other impairments. It can also move without harm or impediment through bogs, thorns, briars, and overgrown areas that are magically manipulated to impede motion.
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.
Petal Spikes (Ex) This plant's petals are razor sharp, and as a standard action, the plant can launch up to four petals as a ranged attack (with a separate attack roll for each petal). This attack has a range of 180 feet with no range increment; the range is halved underwater. All targets must be within 30 feet of each other. The plant can launch only 16 spikes in any 24-hour period.
Photosynthesis (Ex) If the plant remains in the direct sunlight for at least 4 hours, it does not need to eat that day.
Plantsense (Ex) A widow creeper can automatically pinpoint the location of anything within 120 feet that is in contact with vegetation.
Plantspeech (Ex) Plant types can speak with regular plants as if subject to a continual speak with plants spell.
Pumpkin Form (Su) This plant can shrink in size, allowing it to blend in almost perfectly with normal pumpkins and take 20 on its Stealth checks to hide in plain sight as a normal pumpkin. While using this ability, the creature loses its fear aura. The creature can use this ability as a full-round action and end it as a free action.
Seal Wound (Ex) A suture vine instinctively latches on to a creature that suffers from bleed damage or is at less than half its normal hit point total. When it attempts to seal wounds in this way, it must make a normal vine attack but gains attach as per the universal monster rule. If it successfully attaches to the target (dealing damage as normal), any bleed damage currently suffered by the target immediately ends. The suture vine remains attached for 24 hours, gaining nutrients from sipping at the victim’s blood but never enough to cause any further damage. The vine drops off automatically once a target has no hit point damage or 24 hours have passed, whichever comes first. A suture vine can seal wounds in this manner only once per day.
Seed Spray (Ex) Three times per day, this plant can spray seeds in a 15-foot cone as a standard action. The spray deals 1d4 points of piercing damage to all targets in its area of effect. A successful Reflex saving throw halves the damage from this attack. The save DC is Dexterity-based.
Seedpods (Ex) This creature sprouts explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a Fortitude save or be deafened for 1 round. The save DC is Constitution-based.
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.
Spores (Ex) Once every 1d4 rounds, as a standard action, the creature can release a choking cloud of spores in a 15-foot-radius. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple creatures require multiple saves from any creature in an area where the clouds overlap. Chose one effect. This ability can be taken multiple times to gain additional effects.
- Paralyzing Spores: These spores, when inhaled, make the body go numb and give the afflicted the Paralyzed condition for 1d6 rounds. Cure 1 save.
- Poison Spores: Poison—inhaled; save Fort DC 10 + 1/2 the creature’s racial Hit Dice + the creature’s Con modifier; frequency 1/round for 1d6 rounds; effect 1d2 Con damage and fatigued for 1 minute; cure 2 saves
- Sleep Spores: These spores induce sleep (as the sleep spell) if the opponent fails a DC 15 Will save. Unlike the sleep spell, there is no HD limit or maximum HD affected. The save DC is Constitution-based.
Spores (Ex) As a standard action, a tsaalgrend can release a cloud of toxic spores in a 10-foot-radius spread. Each living creature within this area must succeed at a DC 13 Fortitude save or become paralyzed with fear as it vividly hallucinates for 1d4 rounds. A creature that successfully saves against this effect is immune to the same tsaalgrend’s spores for 24 hours. This is a mind-affecting fear and paralysis effect. The save DC is Constitution-based.
Storm of Leaves (Su) As a standard action, the autumn death can surround itself with a violent storm of whipping leaves that extends out in a 30 ft. radius. The leaves slice any living enemies within the area, dealing 4 points of damage every round (half of the autumn death’s hit dice). This damage cannot be stopped by armor but can be prevented with hardness, damage reduction or similar effects. Additionally, the leaves provide concealment (25% miss chance) for the autumn death. The autumn death can use this ability for 13 rounds per day. Once activated, the autumn death can keep this ability active as a free action. The duration of the storm of leaves is equal to the number of HD the autumn death possesses plus its Cha modifier.
Take Root (Ex) The creature can embed its roots in soil as a full-round action or uproot itself as a standard action. While the plant is rooted, it cannot move, but gains a +8 circumstance bonus to CMD against bull rush and other combat maneuvers that attempt to shift its location while it has taken root.
Thorn Cluster (Ex) A thorny can shoot a cluster of thorns from its back as a ranged attack against any target within 30 feet. If the attack hits, the target is struck by 1d3 poisoned thorns, each dealing 1d3 points of piercing damage. Each thorn applies a single dose of the thorny’s poison. A successful critical hit on this attack instead means the target has been struck by four poisoned thorns. A thorny can use this ability every 1d3 rounds.
Thorns (Ex) The plant bush can loose a cluster of needlesharp thorns at a single target within 20 feet as a standard action. An opponent hit by the thorns takes 1d8 points of piercing damage. Further, the target takes a –1 circumstance penalty on attack rolls, saves, and checks until the thorns are removed (full-round action to remove the thorns).
Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.
Uproot (Ex) As a full-round action, the plant can thrust its vines into the soil and attack up to four creatures around it in a 10-foot radius. Creatures in this area take 1d8+5 points of damage (Reflex half). In addition, the plant can attempt to trip any creatures that fail their Reflex saves as a free action without provoking attacks of opportunity. The save DC is Constitution-based.
Verdant Healing (Ex) The creature regains 1 hit point for each full round that it remains in contact with a terrain full of rich plantlife. When struck by a magical effect utalizing plant life, the creature heals 1 point of damage per 10 points of damage that the effect would otherwise deal.
Vines (Ex) This plant's vines are primary natural weapons that deal bludgeoning damage and have a reach of 10 feet.