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.
Bypass DR (Damage Reduction): The monster’s attacks count as being magic, of a particular alignment, or of a particular material for the purpose of overcoming damage reduction. Each time the monster gains this option, choose two from the following: adamantine, chaotic, cold iron, evil, good, lawful, magic, or silver.
Cold Iron Weakness (Su) A cold iron weapon is considered to be magical when used against a bhuta. A magic cold iron weapon always functions as a ghost touch weapon when used against a bhuta.
Energized Fists (Ex) An iron wight incorporates parts from the robots it destroys, granting the wight integrated weapon systems that add 2d6 energy damage to its slam attacks. Choose one of the following energy types: acid, cold, electricity, fire, plasma (half electricity, half fire), or sonic.
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.
Intractable Density (Ex) The weight and sturdiness of its form grants this creature a +8 racial bonus on CMD versus bull rush and reposition combat maneuvers.
Ironrot Plague (Ex) Spore cloud-contact; save Fort DC 19; onset 1 day; effect 1d4 Con damage to living creatures, 1/4 of maximum hp to metal objects; a creature that dies or an object destroyed as a result sprouts a new patch of ironrot lichen in 1 hour; cure 2 consecutive saves. Only metal creatures and magic objects receive a Fortitude save against this disease, other metal objects automatically fail. If an infected metal object touches another metal object, it has a 25% chance of transferring the disease. 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.
Rebuild (Su) An iron wight can reform its body from destroyed robots. As a standard action, an iron wight touching the remains of a destroyed robot heals 5d6 points of damage. An iron wight can only use this ability once on the same robot. When using this ability, the iron wight can change the type of energy damage inflicted by its energized fists as it incorporates new parts.
Rust (Ex) The touch of this creature's caustic tendril corrodes metal, causing a metal object as large as a 5-foot square and one inch thick to take half of its maximum hp in damage and gain the broken condition (Reflex negates for an attended or magical object). A second failed save destroys the item. Against creatures made of metal, the tendril deals double damage (Reflex half); this damage ignores damage reduction and hardness. The save DCs are Constitution-based.
Smeltable (Ex) When an aurosrath takes 5 or more points of fire damage in a round, a significant amount of its constituent coins melts into molten gold. The aurosrath gains the following abilities for 1d4 rounds plus 1 additional round for every 5 additional points of fire damage it took that round.
- Speed is reduced to 20 feet.
- DR changes to DR/—.
- Slam attacks deal an additional 1d6 points of fire damage.
- Creatures grappled by the aurosrath reduce the number of rounds they can hold their breath by 3 instead of 1 at the end of each round.
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.
Suffocating Wealth (Ex) A creature affected by an aurosrath’s strangle ability cannot breathe. A strangled creature must hold its breath as it is suffocated by the flood of coins that spill from the undead’s open mouth and onto the victim’s face.
Vicious Claws (Ex) The claws of this creature are composed of material stronger than even adamantine. Thus, the creature’s claws can bypass damage reduction adamantine, cold iron, magic, silver and the damage reduction granted by adamantine armor.