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 are related to aquatic conditions are appropriate for this species.
Air Bell (Ex) As a standard action that provokes attacks of opportunity, the creature can attach to the head of a willing Small or Medium creature. When worn this way, the creature creates a pocket of breathable air around the affected host’s head, allowing the creature to breathe and speak normally while underwater. Attached creatures don’t hinder the hosts's vision or other senses. The air pocket created lasts for 8 hours. After 24 hours, the creature can create a new air pocket.
Amphibious Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
- Deepsight Prerequisites: Amphibious racial trait. Benefit: Members of this creature's race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Buoyant (Ex) The icy body of a glaciergeist automatically floats in water, and the creature must succeed a DC 20 Swim check every round in order to stay submerged.
Call Storm (Su) Once per day, a draug can summon inclement weather to harass its opponents. The effects are felt immediately (i.e., there is no gradual shift in the weather). Otherwise, this ability is identical to the control weather spell (caster level 6th).
Capsize (4 EP) A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.
- Smashing Breach (Ex) As a full-round action, a swimming bakekujira can make a special charge attack against a creature on the water’s surface. At the end of its charge, the whale breaches, slamming down with incredible force. Any Huge or smaller creatures in the bakekujira’s space must succeed at a DC 28 Reflex save or take 4d8+24 points of bludgeoning damage and be forced into the nearest empty square adjacent to the bakekujira. Humanoid creatures killed by this ability rise as draugr in 1d6 hours. A bakekujira can use its capsize special attack in conjunction with this ability. The save DC is Charisma-based.
Cold (Su) Hoar spirits generate intense cold. It deals an extra 1d3 points of cold damage with each claw attack. Creatures attacking a hoar spirit with unarmed or natural attacks take 1d3 points of cold damage each time they hit.
Deep Dweller (Ex) Litanus are immune to damage from water pressure.
Drown (Ex) If a mulgwishin successfully grapples a creature in knee-deep or higher water, the target becomes prone and is submerged under the water. On subsequent turns, if the mulgwishin continues to succeed on grapple checks, the target remains prone and under the water.
Energy Bite or Energy Claw (Su) The pokemon’s natural attack damage deals 1d6 extra points of cold damage.
Energy Explosion: Once per day as a standard action, the monster can create a 20-foot-radius burst of cold damagewithin 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.
Glaciate (Su) A creature hit by a hoar spirit’s claw must succeed on a DC 14 Fortitude save or by paralyzed by bone-numbing cold for 1d4+1 rounds and take 1 point of Dexterity damage. The save DC is Charisma-based.
Ice Glide (Su) A glaciergeist can use its burrow speed to move through ice without penalty, as easily as a fish swims through water. It leaves no tunnel or trace of its passage. It can only use its burrow speed in ice.
Ice Shape (Su) An adult white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. The caster level for this effect is equal to its Hit Dice (13).
Icewalking (Su) An icegaunt’s movement is not impeded by ice or snow of any kind.
Ink Cloud (Ex) Once per minute as a swift action, this creature can emit a cloud of jet-black ink that fills a 10-foot cube. The cloud provides total concealment, which the creature normally uses to escape. All vision within the cloud is obscured.
Immure (Su) As a full-round action, a glaciergeist can make a combat maneuver check against an opponent it already has grappled to drag them into the ice five feet below. It can then let go and attack other creatures, or continue to attack the same creature—a glaciergeist cannot drag creatures more than five feet into the ice. A creature that is dragged into the ice is immobilized and begins to suffocate. An immured creature can only take mental actions or attempt to escape by making a combat maneuver check against the glaciergeist’s CMD. If it succeeds, it loosens the ice around itself sufficiently to take physical actions (as if swallowed whole). Ice has a hardness of 0, 3 hit points per inch of thickness and vulnerability to fire for the purposes of tunneling out of the ice.
Lesser Breath Weapon (Su) The pokemon gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of cold 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 cold 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.
Mist Child (Ex) Whenever a member of this creature's race has concealment or total concealment, the miss chance of attacks against her increases by 5%.
Mistsight The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.
Snow Sight (Su) An icegaunt’s vision is not impeded by natural or magical snow, rain or other weather.
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.
Swim The creature gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the creature the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the creature’s swim speed by 20 feet.
- Jet The creature can swim backward as a full-round action at the listed speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
- Powerful Swimmer Members of this creature's race receive a +10 foot bonus to their swim speed. Special: This trait can be taken twice. Its effects stack.
Trackless Step (Ex) A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. This special quality does not apply to aquatic boreal creatures.
Transparent (Ex) The creature’s body is transparent when underwater, granting the creature concealment and a constant 20% miss chance.
Water Breathing A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged. This does not give them the ability to breath air.
Water Dependency (Ex) This creature can survive out of the water for 1 hour per point of Constitution. Beyond this limit, the creature runs the risk of suffocation, as if it were drowning.
- Improved Water Dependency (Ex) These creatures can survive out of the water for 1 hour per 2 points of Constitution. After that, they begin to suffocate.
Water Healing (Ex) The creature regains 1 hit point for each full round that it remains in contact with water. When struck by a magical water effect that deals cold damage, the creature heals 1 point of damage per 10 points of damage that the effect would otherwise deal.
Water Sense Members of this creature's race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Water Walking (Ex) This creature can walk on the surface of water as most creatures can walk on land. They can even use the surface of water as solid ground from which to leap.