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.
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.
Blend with Stone (Su) The creature can use its Stealth skill even when being observed. As long as it’s within 10 feet of some sort of stone, the creature can hide itself from view in the open without anything to actually hide behind.
Broken Ground (Su) The ground in a 30-foot radius around the creature ripples and shudders unnaturally. This transforms the area surrounding the creature into difficult terrain. The creature can move through this area with no penalty.
Burrow (Ex) The creature grows thick and gnarled claws, allowing it to move through the earth. The creature gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.
- Earth Glide When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A spell which manipulates earth that is cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.
Bury Alive (Su) As a full-round action, a gravebound can manipulate the ground to fill in a pit that it created with its gravedigger ability. Any creature the gravedigger buries alive is trapped and can’t move, and begins to suffocate. Creatures outside of the pit can dig out the buried creature. Each 5-foot cube of dirt weighs 3,000 pounds, and a creature can move 5 times her maximum load worth of dirt per minute, or 10 times her maximum load if she has a shovel or other appropriate tool. Once all squares of dirt above a creature’s head have been removed, the creature can breathe, and can escape with a DC 15 Strength or Escape Artist check. A standing Medium creature typically has its head buried under 5 feet of earth (3,000 pounds). For a Small creature, this is increased to roughly 7 feet of earth (4,200 pounds). If the creature was prone when it was buried, its head is buried under the full 10 feet of earth (6,000 pounds).
Crystalline Form (Ex) Members of this creature's race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Drag Under (Ex) As part of an action to maintain a grapple, a leechroot can move the grappled creature up to 5 feet (within the leechroot’s reach) and bury it partially into the ground. The buried creature is pinned and can’t receive help to break free from the grapple. A buried opponent that escapes the grapple remains pinned unless it digs itself out with a successful DC 10 Strength check attempted as a move action.
Earth Barrier (Ex) A leechroot burrowing 5 feet below the surface is partially visible, can make attacks using its normal reach, and gains concealment and partial cover. It can be uprooted with a successful drag combat maneuver. It may burrow back under the earth as a move action that provokes attacks of opportunity.
Earth Healing (Ex) The creature regains 1 hit point for each full round that it remains in contact with loose dirt or sand. When struck by a magical earth effect, the creature heals 1 point of damage per 10 points of damage that the effect would otherwise deal.
Earth-Shaking Bellow (Su) Once every Id4 rounds, he can loose an earth-shaking bellow that functions like an earthquake spell, except that the area is a 40-foot cone shaped spread directed away from him.
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.
Entomb (Su) Three times per day as a standard action, a gravestone dryad can entomb a living being within 100 feet of it in a hard-packed dirt coffin set in a shallow grave (Reflex DC 19 negates). The victim is considered grappled in the grave’s tight confines. It also has no air, so must hold its breath to avoid suffocating. It can escape the grave with a DC 30 Escape Artist check or by destroying the dirt coffin (hardness 8, 30 hp, break DC 25). The save DC is Charisma-based. A creature killed in this manner automatically rises as a zombie, breaking free of the coffin 1 round later. The new zombie is under the gravestone dryad’s control and doesn’t apply to the HD of undead she controls with animate dead. If the dryad is destroyed, the zombie becomes free-willed.
Gravedigger (Su) As a standard action, a gravebound can open up a 10-foot-deep pit in the earth underneath a single creature. The creature can avoid falling into the pit with a successful DC 17 Reflex save. Because the pit is made of soft earth, the falling damage the creature takes is nonlethal damage. The save DC is Charisma-based.
Immure (Ex) These pokemon are obsessed with the burial of all things. If the pokemon successfully achieves a pin against a grappled opponent, it buries them in the earth. From that point on, the pokemon no longer needs to make grapple checks to maintain the pin (although the creature may still attempt to escape the pin on his turn as normal) and is not considered grappled. The creature that is buried must begin holding his breath as soon as he is buried and may suffocate.
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.
Obsidian Spray (Ex) As a swift action every 1d4+1 rounds, the pokemon can unleash a torrent of obsidian shards, filling a 30-foot cone. Creatures caught in this attack take 1d6 points of piercing damage and slashing damage for every two levels and 1d6 points of bleed damage. A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.
Petrification Cloud (Su) The pokemon can breathe forth a cloud of orange smoke as a standard action once every 1d4+1 rounds. The cloud fills a 10-foot cube in front of the pokemon and lasts for 1 round before dispersing. A living creature caught in the cloud must succeed on a Fortitude save or turn into stone. A stone to flesh spell can undo this effect. The save DC is Constitution-based.
Pound (Ex) This creature can slam an opponent that is at least two size categories smaller than itself into the ground, wall, or other nearby solid surfaces, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). In addition, the pounded creature is stunned for 1 round; a DC 39 Fortitude save negates this additional effect. The save DC is Strength-based.
Prismatic Body (1 EP) The creature’s body glows with a light equivalent to that of a candle, illuminating a 5-foot radius around itself. While so lit, the creature cannot benefit from concealment due to darkness or shadowy conditions. Once per round, the creature may suppress its light or choose its color as a free action with a successful DC 15 Concentration check. Reinstating the suppressed light is a free action.
Reflective Hide (Ex) Any mundane or magical light source brought within 30 feet of the creature causes the light to be reflected as a burst that blinds all creatures within 30 feet for 1d6+4 rounds. A creature can attempt a DC 22 Fortitude save to negate the blinding effect. This otherwise operates like a gaze attack. The save DC is Constitution-based.
Sand Trap (Ex) The creature can create a 60-foot-diameter, 20-foot-deep pit in any sand or soft earth surface. Creating a sand trap takes 1 hour. A DC 15 Perception check allows a creature to realize such a depression in the sand is in fact a trap. Any creature that steps into the trap slides to the center if it fails a DC 14 Reflex save—such victims take no damage, but they do fall prone. A giant ant lion can make an attack of opportunity against any creature that falls to the bottom of its sand trap. These creatures can move across sand traps at their normal speed and are immune to the trap’s effects. Other creatures can navigate the trap’s walls with a DC 20 Climb check.
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.
Stony Missile (Su) As a swift action, the creature can fire an incredibly dense stone as a projectile. This attack has a range of 200 feet, with no range increment, and deals 3d6 points of bludgeoning damage. Upon striking the target, the stone immediately makes an Awesome Blow attempt against the target using the creature’s CMB.
Treacherous Earth (Su) Members of this creature's race gain the following supernatural ability: 1/day—Will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user’s level, after which the ground returns to normal.
Tremorsense The creature becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense evolution, but only if both the creature and the creature to be pinpointed are in contact with the ground.