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. Air and wind-related class traits are appropriate for this creature, though it is not likely to learn electric-based abilities unless it could already deal electricity damage.
Breeze-Kissed (Su) Members of this creature's race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this creature's race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability.
Cloud Sight (Ex) This creature can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from this creature due to such conditions.
Energy Bite or Energy Claw (Su) The pokemon’s natural attack damage deals 1d6 extra points of electricity damage.
Energy Explosion: Choose either electric or bludgeoning damage. 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: 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.
Flight (Ex or Su) The creature gains a fly speed equal to its base speed. The creature’s maneuverability depends on its size. Medium or smaller creatures have good maneuverability. Large creatures have average maneuverability, while Huge creatures have poor maneuverability. Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. If the creature flies by means of magic, it loses its wings but its maneuverability increases to perfect. If the creature flies by magic, this is a supernatural ability. The creature can increase its fly speed by taking this trait multiple times, each time doubling it's fly speed by it's base speed.
Flying Acumen (Ex) This monster gains hover (as the monster feat) and gains Fly as an additional master skill.
Gale Aura (Su) The creature generates a 30-foot aura of gale-like winds that slows the progress of other creatures. Other creatures in the aura cannot take a 5-foot step. Opponents in the aura treat each square as difficult terrain.
Gaseous Form (Sp) The creature can use gaseous form, as the spell (caster level equals air-infused creature’s character level), on itself once per day.
Gliding Wings (Ex) Members of this race take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
- Breath Weapon (Su) This pokemon breathes a stream of high pressure air which does 1d6 bludgeoning 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.
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.
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.
Storm Mastery (Su) Once per day, an edimmu can spend a full-round action to control the winds within 50 feet of it. It may change the speed and strength of the wind within this area, raising wind force to as strong as severe (see wind effects). It may control such winds for up to 1 minute, but can perform no other action while doing so. At the end of this minute, or when the edimmu takes another action, the force of the winds reduces by one level of strength per round until returning to normal.
Unholy Winds (Su) A bonestorm is surrounded by fierce netherwinds, the howls and raging essences of souls forever trapped within a whirlwind of death. As such, the area within 10 feet of a bonestorm is affected by winds of windstorm force. Creatures that enter this area must make a DC 18 Fortitude save or be affected by the high winds as dictated by their size: Small or smaller creatures are blown away, Medium creatures are knocked down, Large creatures are checked, and larger creatures are unaffected. In addition, these winds are responsible for a bonestorm’s movement and protect it from the damage and dispersal diminutive swarms typically face when affected by powerful winds.
Vestigial Wings (Ex) Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.
Wind Blast (Su) Once every 1d4 rounds, an air-infused creature can breathe a 60-foot cone of Wind that mimics a terrible windstorm. Every creature within this area that is not flying must succeed on an Acrobatics or Strength check vs. the wind blast’s DC or fall prone. A flying creature that fails is instead blown away from the air-infused creature, moving a distance equal to 5 feet per point by which it failed the check. If the creature encounters a large object (such as a wall) during this movement, it takes 1d6 points of damage per 5 feet the object prevented it from moving. The save DC is Constitution-based.