Absorb Lightning (Su) This pokemon is immune to electricity damage. However, if it is subjected to an electricity attack (not including its own electricity attacks), it regains 2d6 hit points and gains a bonus use of its lightning bolt spell-like ability. This bonus lightning bolt lasts for 24 hours and functions as if under the effects of Empower Spell-Like Ability when used. The pokemon can have only one bonus lightning bolt stored up in this manner at any one time.
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. Class traits which deal with electricity and thunderstorms are appropriate for this pokemon.
Electric Aura (Ex) This pokemon emits an aura of electricity that can wound nearby creatures. Any creature within 10 feet of this pokemon must succeed on a Reflex save each round or take 1d6 points of electricity damage. The pokemon can suppress or resume the use of this ability as a free action. The save DC is Constitution-based.
Electricity Healing (Ex) The creature regains 1 hit point for each full round that it remains in contact with an electric current strong enough to deal damage. When struck by a magical electricity effect, the creature heals 1 point of damage per 10 points of damage that the electricity effect would otherwise deal.
Electricity Sense (Ex) This pokemon automatically detects any electrical discharges within 100 feet.
Electrified (Ex) A creature that strikes this pokemon with a natural weapon, unarmed strike, or metal weapon takes 1d6 points of electricity damage per every 4 hit die that pokemon possesses. Creatures grappling this pokemon take this damage when initiating the grapple and on each round the grapple is maintained.
Energy Bite or Energy Claw (Su) The pokemon’s natural attack damage deals 1d6 extra points of electricity 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.
Flash (Ex) This creature can create a bright flash of light once an hour. When the creature does so, all other creatures in a 10-foot burst must make a Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitution-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.
Lightning Rod (Ex) This pokemon's body naturally attracts electricity towards it. If this creature is located outside during weather which could produce lightning, it will be the target of any lightning strikes within a 1 mile radius. Any creature that attempts to deal electricity damage within 60 feet of this pokemon - whether they are targeting this pokemon or not - must succeed a Fort save or choose this pokemon's space as their new target. If this pokemon is within an area of effect which deals electricity damage, then even if there are other creatures within, this pokemon's space will be the only square taking electricity damage. Regardless off the origin or target of the electricity, any creatures sharing the same space as this pokemon will still take damage as normal.
Luminescence (Ex) This creature's body contains either chemicals or open flames, causing the entire creature to glow and shed light as a torch. The creature cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle.
Paralysis: The monster’s attacks paralyze a target for 1d2 rounds unless it succeeds at a Fortitude save. For every 3 HD, improve this ability by increasing the number of rounds (to 1d3, 1d4, 1d6, 1d8, and finally 2d6). At 18 HD, targets are paralyzed for 1 round even on a success.
Paralyzing Touch: The monster gains a touch attack. A living creature hit by this attack must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by this attack seems dead, though a successful DC 20 Perception check or a successful DC 15 Heal check reveals that the creature is still alive.
Shock (Su) This pokemon can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC half). This save DC is Constitution-based. Additionally, if two or more of this pokemon are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing pokemon. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of pokemon contributing) halves the 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.
Static (Ex) This pokemon's body produces latent electricity. A creature that makes a melee attack against this creature must make a Fortitude save or be paralyzed for 1 round. The save DC is Constitution-based.