Evolutions (Apath)

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Unofficial rules compendium
Evolution Points
Armor Training‡ 1
Basic Psychic Magic 1
Bite 1
Claws‡ 1
Climb 1
Compression† 1
Construct Material† 1
Curse† 1
Disease (Lesser)‡ 1
Fey Magic‡ 1
Gills 1
Hold Breath† 1
Hooves‡ 1
Improved Damage 1
Improved Natural Armor 1
Increased Speed† 1
Integrated Weaponry‡ 1
Jet† 1
Keen Scent† 1
Lava Affinity† 1
Low-Light Vision† 1
Magic Attacks 1
Mount‡ 1
Negative Energy Affinity† 1
Pincers 1
Pull 1
Push 1
Reach 1
Resistance 1
Scent 1
Skilled 1
Slam 1
Speed Surge† 1
Slippery† 1
Sting 1
Swim 1
Tail 1
Tail Slap 1
Tentacle‡ 1
Tentacle Mass 1
Vermin† 1
Wing Buffet 1
Ability Increase 2
Acidic Gout† 2
Adamantine Structure† 2
Alchemical Structure† 2
Blood Frenzy (Lesser) 2
Blood Structure‡ 2
Bone Structure† 2
Brass Structure† 2
Camouflage‡ 2
Cannon Structure† 2
Capsize† 2
Carrion Structure‡ 2
Clay Structure† 2
Clockwork Structure‡ 2
Combat Training† 2
Constrict 2
Coral Structure† 2
Double Slam† 2
Energy Attacks 2
Entangle‡ 2
Flesh Structure‡ 2
Flight (Ex or Su) 2
Fossil Structure‡ 2
Freeze† 2
Glass Structure† 2
Gore 2
Grab 2
Head† 2
Horrifying Attacks† 2
Ice Structure† 2
Immunity 2
Intermediate Psychic Magic 2
Iron Structure (Ex/Su)† 2
Junk Structure† 2
Limbs 2
Mithral Structure† 2
No Breath† 2
Poison 2
Poisonous Blood† 2
Powerful Charge† 2
Quill Defense‡ 2
Quills‡ 2
Rake 2
Rend 2
Rock Catching† 2
Size Alteration‡ 2
Sound Mimicry† 2
Spittle‡ 2
Stone Structure† 2
Tiny‡ 2
Trample 2
Tremorsense 2
Trip 2
Weapon Training 2
Wax Structure‡ 2
Wood Structure† 2
Aberrant Anatomy† 3
Acidic‡ 3
Advanced Psychic Magic 3
Alien Consciousness 3
Attach† 3
Blindsense 3
Bleed† 3
Burn‡ 3
Burrow 3
Critical Deflection† 3
Damage Reduction 3
Death Throes† 3
Engulf† 3
Faceless† 3
Frightful Presence 3
Greensight† 3
Mistsight† 3
Phantom Mount† 3
Pounce 3
Rock Throwing† 3
Stench† 3
Strangle† 3
Swallow Whole 3
Unnatural Aura† 3
Web 3
All-Around Vision† 4
Blindsight 4
Blood Drain† 4
Blood Frenzy† 4
Brain Consumption† 4
Breath Weapon 4
Disease 4
Entrap (Ex or Su)‡ 4
Fast Healing 4
Large 4
Multi-Headed Breath† 4
Paralysis† 4
Powerful Blows† 4
Retaliation† 4
Spell Resistance 4
Spore Cloud† 4
Superior Psychic Magic 4

Each eidolon gains a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon's base attack bonus – 5 and add 1/2 the eidolon's Strength modifier on damage rolls (if positive). If the eidolon has only a single natural attack, the attack is made using its full base attack bonus, and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can be selected only once.

In addition to those eidolons that fulfill prerequisites, all eidolons that have a certain evolution as a base evolution can purchase that evolution again, if it is an evolution that can be taken multiple times.

† indicates an evolution from Everyman Unchained Eidolons
‡ Indicates a new or independent version of an evolution.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon's evolution pool.

Armor Training‡

The eidolon can wear armor and becomes proficient in light armor. Armor made to be worn by eidolons is always considered to be armor for an unusual creature when determining its cost (see the armor section of Chapter 7 in the Pathfinder Roleplaying Game Core Rulebook). Starting at 6th level, the eidolon can spend 3 additional evolution point to become proficient in medium armor, and at 10th level it can spend instead spend an additional 4 evolution points to become proficient in heavy armor.

Basic Psychic Magic

Select one spell from the following list: dancing lights, detect magic, ghost sound, grave words, know direction, lullaby, mage hand, open/close, or telekinetic projectile. The eidolon can cast that spell as a psychic spell at will. The spell requires thought and emotion components as normal for psychic magic. The eidolon’s caster level is equal to the eidolon’s Hit Dice – 2 (minimum CL 1st). The save DC equals 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. This evolution can be selected more than once, selecting a different spell each time. Requirements: Aberrant subtype, Charisma 10.

Bite (Ex)

The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Claws (Ex)‡

The eidolon has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution and only if the eidolon has limbs (legs) two or more times. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Climb (Ex)

The eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.

Compression (Ex)†

The eidolon is capable of collapsing its body so it can move easily through small spaces. The eidolon can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Construct Material†

The eidolon’s body is wholly (or mostly) constructed of a specific kind of material. Choose one type of material from among those listed on Table: Construct Material Types. Any character trained in the skill associated with the chosen construct material can repair the eidolon by spending 1 hour and making a DC 20 skill check. If the check is successful, the eidolon recovers a number of hit points equal to the result of the skill check. Additionally, any spell effects that heal hit point damage that are cast onto the eidolon by its summoner function as though the eidolon wasn’t immune to positive energy. Requirements: Construct type.

Table: Construct Materials

Material Associated Skill(s)
Adamantine Craft (sculpture)
Alchemical Craft (alchemy)
Blood Craft (alchemy)
Bone Craft (sculpture) or Heal
Coral Craft (sculpture)
Brass Craft (armor) or Craft (blacksmithing)
Cannon Craft (siege engine) or Knowledge (engineering)
Carrion Craft (leather) or Heal
Clay Craft (sculpture) or Craft (pottery)
Clockwork Craft (clocks) or Craft (locks)
Flesh Craft (leather) or Heal
Fossil Craft (sculpture) or Heal
Glass Craft (sculpture)
Ice Craft (sculpture)
Junk Craft (sculpture)
Iron Craft (armor) or Craft (weapons)
Mithral Craft (sculpture)
Stone Craft (stonemasonry)
Wax Craft (alchemy)
Wood Craft (carpentry)

Curse (Su)†

The eidolon is able to impart a minor curse upon one target within 30 feet as a standard action. If the target fails a Will save (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier), it takes a –2 penalty on one of the following (eidolon’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This curse lasts for a number of rounds equal to 3 + the eidolon’s Charisma modifier. This is a necromancy effect. Requirements: Summoner level 4th; dragon, humanoid, magical beast, monstrous humanoid, outsider, or undead type.

Disease (Ex)‡

The eidolon causes disease in those it contacts. Whenever the eidolon hits an opponent with its bite attack, that opponent contracts the disease. Eidolon Disease: injury; save Fort negates; onset 1d3 days, frequency 1/day, effect 1d4 Dex damage and 1d4 Con damage; cure 1 save. The save DC is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. The eidolon cannot infect an opponent with its disease more often than once per round. Requirements: Summoner level 7th; animal or undead type or, daemon or demon subtype; bite attack or bite evolution.

Fey Magic‡

The eidolon gains limited spellcasting. Its spells are drawn from the druid and sorcerer/wizard spell lists. Only druid spells of 4th level and lower and sorcerer/wizard spells from the enchantment, illusion, and transmutation schools that are 4th level and lower are considered to be part of the eidolon’s spell list. If a spell appears on both the druid and sorcerer/wizard spell lists, the eidolon uses the lower of the two spell levels given for the spell. The eidolon can cast any spell it knows without preparing it ahead of time. To learn or cast a spell, the eidolon must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against such a spell is 10 + the spell’s level + the eidolon’s Charisma modifier. The eidolon cannot use spell completion or spell trigger magic items for its spells without making a successful Use Magic Device check. An eidolon’s spells are extremely limited. It can only cast 2 spells of each spell level per day. In addition, it receives bonus spells per day if it has a high Charisma score. An eidolon’s selection of spells is extremely limited. An eidolon with this evolution knows two 0-level spells and one 1st-level spell. It does not gain additional spells per day or spells known as its Hit Dice increase and once chosen, the eidolon cannot change any of its spells known. Instead, the eidolon must select the additional fey magic evolution to improve its spellcasting. An eidolon’s caster level with its fey magic spells is equal to its Hit Dice. An eidolon can use its share spells ability to cast spells with a range of “you” on its summoner (as a spell with a range of touch) instead of on itself, otherwise functioning like the share spells ability.

At level 4, the eidolon can spend an additional evolution point to gain the ability to cast 2nd level spells. It adds one second level spell known and two second level spells per day. At level 8 the eidolon can similarly learn 3rd level spells. At 12th level, the eidolon can learn 4th level spells the same way. An eidolon must learn each level of spells in order.

At the cost of an additional evolution point, the eidolon can either learn an additional known spell or gain an additional spell/day of a level the eidolon can already cast. It it possible to add one known spell and one spell slot of each level this way.

Requirements: Fey type, Charisma 11.

Gills (Ex)

The eidolon has gills and can breathe underwater indefinitely.

Hold Breath (Ex)†

The eidolon has enlarged lungs, allowing it to hold its breath for a number of minutes equal to 6 times its Constitution before it risks drowning or suffocating.

Hooves (Ex)‡

The eidolon possesses powerful hooves that it can use to stomp foes, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs (legs) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with these hoof attacks at no cost. This evolution can be selected more than once, up to the number of limbs (legs) evolutions the eidolon possesses.

Improved Damage (Ex)

One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex)

The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Increased Speed (Ex)†

The eidolon’s movement speeds for all of its movement types increase by 10 feet. This evolution can be selected more than once.

Integrated Weaponry (Ex)‡

One of the eidolon’s slam attacks takes the form of a weapon of the summoner’s choice. In order to add a weapon to an eidolon, the summoner must be able to supply a nonmagical version of that weapon to fuse into the eidolon’s body. After incorporating the chosen weapon into its body, the eidolon’s slam attack uses the chosen weapon’s damage, critical threat range, critical multiplier, range increment (if the integrated weapon is a ranged projectile weapon) and special qualities in place of those of its slam attack. An integrated weapon is a primary natural attack and any evolutions that apply to the eidolon’s slam also apply to its integrated weapon, but otherwise the integrated weapon counts as a weapon of the chosen kind for all effects. If the summoner changes this evolution, such as by selecting a different weapon or selecting an entirely different evolution, any weapon he has integrated into his eidolon is immediately expelled from its body and returned to him in working condition. Requirements: Construct type or inevitable subtype, limbs (arms) evolution, slam evolution.

Jet (Ex)†

The eidolon can propel itself backwards as a full-round action, allowing it to move up to four times its swim speed while swimming. The eidolon must move in a straight line while using this ability and does not provoke attacks of opportunity while doing so. Requirements: Animal or magical beast type or elemental subtype; swim evolution.

Keen Scent (Ex)†

The eidolon has an enhanced sense of smell when swimming. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. Requirements: Animal or magical beast type or elemental subtype; gills evolution, scent evolution, swim evolution.

Lava Affinity (Ex)†

The eidolon gains the ability to breathe and swim through lava as if it had a swim speed equal to its land speed. This evolution can be selected more than once. Each additional time it is selected, increase the speed at which the eidolon swims through lava by 20 feet. Requirements: Immunity (fire) evolution.

Low-Light Vision (Ex)†

The eidolon has low-light vision, enabling it to see twice as far as a human in conditions of dim light. An eidolon can gain this evolution without spending any evolution points by exchanging its darkvision special ability for this evolution (see the eidolon’s base statistics in Pathfinder Roleplaying Game Pathfinder Unchained).

Magic Attacks (Su)

The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon's natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Mount (Ex)‡

The eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. By spending 3 additional evolution points, an eidolon can choose this evolution regardless of its base form. Requirements: quadruped or serpentine base form.

Negative Energy Affinity (Ex)†

Although the eidolon is alive, it is healed by negative energy and harmed by positive energy, as if it were an undead creature.

Pincers (Ex)

An eidolon grows large pincers at the ends of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to their pincers gain a +2 bonus on combat maneuver checks to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Pull (Ex)

The eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack. Requirements: Reach of 10 feet or more.

Push (Ex)

The eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Reach (Ex)

One of the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet.

Resistance (Ex)

The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.

Scent (Ex)

The eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, the range drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction as a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex)

The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.

Slam (Ex)

The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of the eidolon's limbs (arms) evolutions.

Speed Surge (Ex)†

The eidolon can tap into an inner reservoir of draconic might for a boost of strength and speed as a swift action, allowing it to take an additional move action in that round. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). Requirements: Dragonoid sept.

Slippery (Ex)†

Due to its slimy hide, slick exoskeleton, or some other physical feature, the eidolon is especially slippery. The eidolon gains a +4 bonus to CMD against grapple attempts. on combat maneuver checks to escape a grapple, and on Escape Artist checks.

Sting (Ex)

The eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype; tail evolution.

Swim (Ex)

The eidolon gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.

Tail (Ex)

The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than once. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Tail Slap (Ex)

The eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses. Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype; tail evolution.

Tentacle (Ex)‡

The eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once. Requirements: Horror base form or daemon, demon, protean, or qlippoth subtype, or aberration, ooze, or plant type.

Vermin (Ex)†

The eidolon takes the form of a skittering, scuttling vermin-like creature. The eidolon gains a +4 bonus on saves against mind-affecting effects. Requirements: Animal or magical beast type or agathion or foo creature subtype.

Wing Buffet (Ex)

The eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). Requirements: Flight (wings) evolution.

2-Point Evolutions

The following evolutions cost 2 points from the eidolon's evolution pool.

Ability Increase (Ex)

The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.

Acidic Gout (Ex)†

The eidolon’s body constantly produces an endless stream of acid that it can launch at foes. As a standard action that provokes attacks of opportunity, the eidolon can fire its acid at a single creature within 20 feet. That creature takes 1d6 points of acid damage, plus an additional 1d6 points of damage for every 6 Hit Dice the eidolon possesses. A successful Reflex save reduces the damage by half (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). An opponent that fails its Reflex save takes an additional 1d6 points of acid damage at the end of the eidolon’s turn for the next 1d4 rounds or until the acid is scraped off, which requires a full-round action on the part of the opponent or a creature adjacent to that opponent. Requirements: Breath weapon (acid) evolution or energy attacks (acid) evolution.

Adamantine Structure (Su)†

Whenever the eidolon scores a critical hit with one of its natural attacks or an adamantine weapon, it makes a free sunder attempt against the target’s armor or shield in addition to the normal damage. This sunder attempt doesn’t provoke attacks of opportunity. The adamantine eidolon gains a +4 bonus on this sunder attempt. Requirements: Summoner level 8th, construct type, construct materials (adamantine) evolution.

Alchemical Structure (Su)†

Table: Alchemical Structure Effects
d6 Effect
1 The attack deals 1d6 additional points of acid damage.
2 The attack deals 1d6 additional points of cold damage.
3 The attack deals 1d6 additional points of electricity damage.
4 The attack deals 1d6 additional points of fire damage.
5 The target becomes sickened for 1d4 rounds (Fortitude negates)
6 The target becomes entangled for 1d4 rounds (Reflex negates)

Whenever the eidolon strikes a foe with a melee attack, the attack has an additional random effect chosen from Table: Alchemical Structure Effects. The save DCs for these effects (if any) are equal to 10 + 1/2 the eidolon’s hit Dice + the eidolon’s Constitution modifier. Requirements: Summoner level 8th, construct type, construct materials (alchemical) evolution.

Blood Frenzy (Lesser)(Ex)

When the eidolon is dealt damage, it enters a blood frenzy. It gains a +2 morale bonus on attack rolls and weapon damage rolls and attacks the nearest creature each round, friend or foe, although it ceases attacking its summoner after hitting once. The frenzy lasts for 5 rounds or until the eidolon can perceive no creatures. At the end of that time, the eidolon is fatigued for 1 minute. It cannot enter a blood frenzy while fatigued. Requirements: Aberrant, daemon, or demon subtype; summoner level 7th.

Blood Structure (Su)‡

Against living creatures with blood, the eidolon’s natural attacks inflict an additional 1d6 points of damage from blood loss. This bleed damage doesn’t stack with itself. In addition, whenever the eidolon drains blood from a creature, it heals 5 points of damage. Requirements: Summoner level 8th, construct type, construct materials (blood) evolution.

Bone Structure (Ex)†

Once per day the eidolon can throw part of its body at a creature within 30 feet as a standard action. This is a ranged touch attack, and if the attack hits the bones form into a cage that surrounds the target. Each round, the cage makes a combat maneuver check to the trapped opponent using the eidolon’s CMD. If the check fails, the target takes no damage but is stilled trapped. The target can escape the cage normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the eidolon itself. Damage to the prison has no effect on the eidolon. The eidolon can only have one bone prison active at a time, and if it wishes to create a second one, it (or some other creature) must first destroy the existing one. The eidolon can gain an additional daily use of this ability at a cost of 1 evolution point. Requirements: Summoner level 8th, construct type, construct materials (bone) evolution.

Brass Structure (Su)†

The eidolon can exhale a 10-foot cube of smoke and cinders that fills a 20-foot cube. This functions as an incendiary cloud that persists for 1d6 rounds, dealing 1d6 points of fire damage per 2 Hit Die the eidolon possesses. A successful Reflex save reduces the damage dealt by the cloud by half (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 1 evolution points per additional use (to a maximum of three total uses per day). Requirements: Summoner level 8th, construct type, construct materials (brass) evolution.

Camouflage (Ex)‡

Choose one type of terrain from the ranger’s list of favored terrains. The eidolon can use Stealth to hide in the chosen terrain, even if it doesn’t have cover or concealment. This evolution can be selected multiple times. Each time, it applies to a different terrain.

Cannon Structure (Ex)†

The eidolon’s cannon becomes a fearsome weapon rather than a vestigial weapon, granting it a cannon attack. This attack is treated as a primary natural weapon with range increment of 100 feet. The cannon deals 1d8 points of damage (2d6 if Large, 2d8 if Huge) and has a x4 critical modifier. The eidolon’s cannon can hold up to 20 cannonballs at a time–reloading a single cannonball into the cannon’s magazine is a standard action for the golem, while loading a cannonball into the cannon itself is a swift action. Requirements: Summoner level 8th, construct type, construct materials (cannon) evolution.

Capsize (Ex)†

The eidolon can use its girth to attempt to capsize a boat or 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. Requirements: Summoner level 8th, large evolution, swim evolution.

Carrion Structure (Ex)‡

The eidolon’s rotting body offends the senses of nearly every other creature. All living creatures (except those with the stench ability) within 30 feet of the eidolon must succeed on a Fortitude save (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier) or become sickened for 1 round. Creatures that successfully save cannot be affected by the eidolon’s stench again for 24 hours. This condition is a poison effect, and delay poison or neutralize poison removes the effect from a sickened creature. In addition, whenever the eidolon hits an opponent with one of its natural attacks, it infects that target with the following disease: carrion fever; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1 day; effect 1d3 Dexterity damage; cure 2 saves. Requirements: Summoner level 8th, construct type, construct materials (carrion) evolution.

Combat Training†

The eidolon gains a combat feat or monster feat as a bonus feat. This evolution can be selected once initially, plus one additional time for every 6 levels the summoner possesses.

Constrict (Ex)

The eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack the grab evolution is tied to. Requirements: Serpentine base form, grab evolution.

Coral Structure (Su)†

Whenever the eidolon is touching a body of saltwater of a size equal to or greater than its own size, it gains fast healing 5. This stacks with any fast healing that it gains from the fast healing evolution. In addition, the eidolon’s natural attacks inflict an additional 1d6 points of bleed damage. This bleed damage doesn’t stack with itself. Requirements: Summoner level 8th, construct type, construct materials (coral) evolution.

Clay Structure (Su)†

After it has engaged in at least 1 round of combat, the eidolon can haste itself as a free action, functioning like the spell. The eidolon can use this evolution for a number of rounds per day equal to its Hit Dice. These rounds don’t need to be consecutive. Requirements: Summoner level 8th, construct type, construct materials (clay) evolution.

Clockwork Structure (Ex)‡

The eidolon can fold into a whirling wall of grinding gears comprised of four 5-foot cubes that must be adjacent to at least one other cube. If the eidolon has the large evolution, the wall is instead comprised of 8 cubes. If the eidolon has the large evolution with enough evolution points that it is Huge, the wall is instead comprised of 12 cubes. This wall cannot be created in an occupied space. Using this ability is a standard action that provokes attacks of opportunity. This wall doesn’t block line of sight and can be passed through, although anyone passing through the wall takes 1d6 points of slashing damage per Hit Die the eidolon has. The creature can attempt a Reflex save for half damage (DC equals 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The eidolon can take no actions while in this form other than to return to its normal form as a move action, and its AC and abilities remain the same while in this form. Requirements: Summoner level 8th, construct type, construct materials (clockwork) evolution.

Double Slam (Ex)†

The eidolon’s limbs become thicker and more powerful, allowing it to possess up to two slam attacks per limbs (arms) evolution it possesses. If the eidolon already has the ability to possess up to two slam attacks per limbs (arms) evolution, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its slam attacks.

Energy Attacks (Su)

The eidolon's attacks become charged with energy. Select one energy type: acid, cold, electricity, or fire. All of the eidolon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. Requirements: Summoner level 5th.

Entangle (Sp)‡

The eidolon can command nearby vegetation, animating it to attack its enemies. The eidolon can cast entangle as a spell-like ability three times per day, using its Hit Dice as the spell’s caster level. The save DC for the spell is equal to 10 + 1/2 the eidolon's Hit Dice + the eidolon’s Charisma modifier. At 7th level, this spell can be cast at will spending 2 additional evolution points. Requirements: Fey or plant type.

Flight (Ex or Su)

The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon's maneuverability depends on its size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the eidolon flies by magic, this is a supernatural ability. The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent. Requirements: Summoner level 5th.

Flesh Structure (Su)‡

As a standard action the eidolon can unleash a blast of electricity as a ranged touch attack. If the attack hits, it deals 1d6 points of electricity damage per 3 Hit Die the eidolon possesses. Alternatively, the eidolon can use this ability to enhance one natural attack per round, adding to the damage of the attack. Requirements: Summoner level 8th, construct type, construct materials (flesh) evolution.

Fossil Structure (Ex)‡

Whenever the eidolon successfully hits an opponent with a natural weapon, the target takes 1d6 points of Dexterity damage. A successful Fortitude save negates the ability damage (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a flesh to stone spell. Casting stone to flesh on the creature removes all Dexterity damage caused by this ability in addition to its usual effects. Requirements: Summoner level 8th, construct type, construct materials (fossil) evolution.

Freeze (Ex)†

The eidolon can hold itself so still that it appears to be a inanimate object appropriate for its form, such as a statue. An eidolon that uses freeze can take 20 on its Stealth check to hide in plain sight as an inanimate object. Requirements: Construct or plant type or gargoyle race; skilled (Stealth) evolution.

Glass Structure (Ex)†

The eidolon can align its internal structure to enhance its resistance to magic for 1 round as a swift or immediate action. During this time, the eidolon reflects any spell that allows spell resistance as if under the effect of a spell turning spell. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 1 evolution points per additional use (to a maximum of three total uses per day). Requirements: Summoner level 8th, construct type, construct materials (glass) evolution.

Gore (Ex)

The eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). Requirements: Agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype.

Grab (Ex)

The eidolon becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability works only on creatures at least one size category smaller than the eidolon. Eidolons with this evolution gain a +4 bonus on combat maneuver checks to grapple.

Head (Ex)†

The eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that can add attacks to a head (such as a bite or a gore). This evolution can be selected more than once.

Horrifying Attacks (Su)†

One of the eidolon’s attacks fills its target with fear and dread. Select one attack. Whenever the eidolon hits an opponent with the selected attack, it becomes shaken for 1d4 rounds unless it succeeds at a Will save (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier). Using this evolution on the same creature only extends the duration; it does not create a stronger fear condition.

Ice Structure (Su)†

The eidolon’s body generates intense cold, causing any creature that damages it with unarmed strikes or natural weapons to take 1d6 points of cold damage. When reduced to 0 hit points, the eidolon shatters in an explosion of jagged shards of ice as it returns from whence it came. All creatures within a 10-foot burst take 1d6 points of cold and slashing damage per 2 Hit Dice the eidolon possesses. A Reflex save halves the damage (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). Requirements: Summoner level 8th, construct type, construct materials (ice) evolution.

Immunity (Su)

The eidolon's body becomes extremely resilient to one energy type. Select one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. Requirements: Summoner level 7th.

Iron Structure (Ex/Su)†

The eidolon can exhale a 10-foot cube of poisonous gas, functioning like the breath weapon evolution except as follows. Creatures within the area of the breath weapon when the eidolon uses its breath weapon are exposed to the following poison: inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The poison created by this breath weapon persists for 1 round; any creature within the area when the eidolon uses its breath weapon or that passes through it during the remainder of that round is exposed to the breath weapon’s poison. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). Requirements: Summoner level 8th, construct type, construct materials (iron) evolution.

Limbs (Ex)

The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Junk Structure (Ex)†

The eidolon can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space increases by 5 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage, plus 1d6 additional points of damage per 3 Hit Dice the eidolon possesses, but it loses any other attacks it possessed. The eidolon can revert to its normal form as a full-round action. In addition, whenever the eidolon hits an opponent with one of its natural attacks, it infects that target with the following disease: tetanus: injury; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1 day; effect 1d4 Dexterity damage. Each time someone takes Dexterity damage from tetanus, there’s a 50% chance their jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 saves. Requirements: Summoner level 8th, construct type, construct materials (carrion) evolution.

Mithral Structure (Su)†

As a swift action, the eidolon can transform into liquid silver as a swift action. While in this form, the eidolon’s reach improves by 15 feet and its DR becomes DR/bludgeoning and adamantine. It can also move through any crack or hole in a wall or door, no matter how small, without squeezing or otherwise impeding its movement. The eidolon can use this ability for a number of rounds per day equal to its Hit dice. These rounds don’t need to be consecutive. Returning to its solid form is a free action. Requirements: Summoner level 8th, construct type, construct materials (mithral) evolution.

No Breath (Ex)†

The eidolon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. Requirements: Summoner level 9th; hold breath or gills evolution.

Poison (Ex)

The eidolon secretes toxic venom, gaining a poison attack. Select one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

Eidolon Poison: Injury; save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the eidolon's Hit Dice + the eidolon's Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. Requirements: Summoner level 7th; daemon, demon, devil, elemental, or protean subtype; bite or sting evolution.

Poisonous Blood (Ex)†

The eidolon’s blood and flesh is so toxic that it poisons any that ingest it. Any creature that makes a bite attack against the eidolon, swallows it whole, or otherwise ingests part of the eidolon’s body is exposed to the eidolon’s poison, as if it had made a successful bite or sting attack against the creature. Requirements: Poison evolution.

Powerful Charge (Ex)†

The eidolon is able to score devastating strikes when it charges with its horns. Whenever the eidolon charges and hits an opponent with its gore attack, it adds 1-1/2 times its Strength modifier to its damage roll. Requirements: Gore attack or gore evolution.

Quill Defense (Ex)‡

The eidolon is covered in bristly quills that damage those who touch it. Select one natural attack. Any creature that strikes the eidolon with a non-reach melee weapon, unarmed strike, or natural weapon takes damage equal to the damage of the selected natural attack, plus the eidolon’s Strength modifier. Requirements: Aberration, animal, fey, or magical beast type or agathion, demodand, demon, devil, qlippoth, or sahkil subtype or dragonoid sept.

Quills (Ex)‡

The eidolopn's tail slap inflicts bludgeoning and piercing damage. The eidolon can a volley of two quills at two separate opponents as standard action. This ranged attack has a range increment of 100 feet. The eidolon makes an attack roll against each target when using this ability, and all targets must be within 30 feet of each other. If the attack hits, it inflicts damage equal to the eidolon's tail slap. The eidolon can attack additional targets with this ability by spending 2 evolution points per additional target, up to a total of 4 quills per volley. Requirements: Aberration, animal, fey, or magical beast type or agathion, demodand, demon, devil, qlippoth, or sahkil subtype or dragonoid sept; tail slap evolution.

Rake (Ex)

The eidolon grows dangerous claws on its feet, allowing it to make two rake attacks against foes it is grappling. These attacks are primary attacks. The eidolon can make these additional attacks each time it succeeds at a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution counts as one natural attack toward the eidolon's maximum. Requirements: Summoner level 4th, quadruped base form.

Rend (Ex)

The eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. Requirements: Summoner level 6th, claws evolution.

Rock Catching (Ex)†

The eidolon is large enough to catch ballistic objects that are hurled at it. The eidolon can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, an eidolon that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The eidolon must be aware of the attack in order to make a rock catching attempt. Requirements: Large evolution, limbs (arms) evolution.

Size Alteration (Su)‡

As a standard action the eidolon can alter its size, from the smallest size category it is capable of (normally Small, but see the tiny evolution) to the largest (normally Medium, but see the large evolution). Any equipment the eidolon wears or wields also changes size. The eidolon gains the effects due an eidolon of whatever size it currently has. An eidolon with size alteration can simultaneously have the large/huge and tiny evolutions, increasing its available size choices. By spending an additional 2 evolution points, this becomes a swift action.

Sound Mimicry (Ex)†

The eidolon is able to perfectly imitate certain sounds or even specific voices. The eidolon makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The eidolon cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the eidolon to speak or understand languages it doesn’t know. Requirements: Summoner level 5th, skilled (Bluff) evolution.

Spittle (Ex)‡

The eidolon is able to hinder opponents using a stream of spittle. Select one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. As a standard action, the eidolon can use its spittle to perform a dirty trick combat maneuver with a +4 racial bonus on its combat maneuver check. This does not trigger an attack of opportunity. If the check is successful, the eidolon is limited to conditions that it has selected with this evolution when determining which penalties the eidolon can cause its target to take. This evolution can be selected multiple times.

Stone Structure (Su)†

After it has engaged in at least 1 round of combat, the eidolon can use slow as a free action, functioning like the spell except the effect is a 10-foot emanation centered on the eidolon. The eidolon can use this evolution for a number of rounds per day equal to its Hit Dice. These rounds don’t need to be consecutive. Requirements: Summoner level 8th, construct type, construct materials (stone) evolution.

Tiny (Ex)‡

The eidolon diminishes in size, becoming Tiny. The eidolon gains a +4 bonus to Dexterity and takes a –8 penalty to Strength. This size change also gives the creature a +2 size bonus to AC and on attack rolls, a –2 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. The eidolon’s reach becomes 0 feet, making it unable to threaten opponents or attack unless it shares the opponent’s space. Any reach evolutions that the eidolon possesses are added to this total.

Trample (Ex)

The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon's Hit Dice + the eidolon's Strength modifier. A trampling eidolon can deal trampling damage to a specific creature only once per round. Requirements: Biped or quadruped base form.

Tremorsense (Ex)

The eidolon 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 eidolon and the creature to be pinpointed are in contact with the ground. Requirements: Summoner level 7th.

Trip (Ex)

The eidolon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the eidolon makes a successful bite attack, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, the target is knocked prone. If the eidolon fails, it is not tripped in return. This ability works only on creatures of a size category equal to or smaller than the eidolon. Requirements: Daemon, demon, devil, elemental, or protean subtype; bite evolution.

Weapon Training (Ex)

The eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

Wax Structure (Su)‡

As a full-round action the eidolon can assume the appearance of any creature of the same size and gains a +10 racial bonus on Disguise checks. If attacks or takes damage, this ability is negated.

Wood Structure (Su)†

As a free action, the eidolon can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot radius burst. All creatures caught in this area take 3d6 points of slashing damage plus an additional 1d6 points per Hit Die the eidolon possesses. Creatures in this area can attempt a Reflex save to halve the damage (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). Requirements: Summoner level 8th, construct type, construct materials (wood) evolution.

3-Point Evolutions

The following evolutions cost 3 points from the eidolon's evolution pool.

Aberrant Anatomy (Ex)†

The eidolon has an unusual body structure that makes its weak points difficult to discern and strike. When a critical hit or sneak attack is scored on the eidolon, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. The eidolon can increase this chance by 25% by spending an additional 3 evolution points, up to a 100% chance for 12 evolution points. Requirements: Aberration type.

Acidic (Ex)‡

The acid produced by the eidolon’s body quickly dissolves organic material and metal quickly. Each time a creature suffers damage from the eidolon’s energy attacks evolution, its clothing and armor take the same amount of damage, ignoring hardness. A Reflex save prevents all damage done to the target’s clothing and armor (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). Whenever the eidolon is struck by a metal or wooden object, that object takes 2d6 points of acid damage unless the weapon’s wielder succeeds on a Reflex save (same DC). If the eidolon remains in contact with a metal or wooden object for 1 full round, it inflicts acid damage equal to twice its Hit Dice to the object with no save allowed. Requirements: Energy attacks (acid) evolution.

Attach (Ex)†

The eidolon possesses a proboscis, latching jaws, or some other means to quickly grab hold of its foe. Select one of the following attacks: bite, slam, tail slap, or tentacle. When the eidolon hits an opponent with the selected attack, it automatically latches onto that opponent. The eidolon is considered grappling but the target is not. The target can attack the eidolon as normal, or break the attach with a successful grapple or Escape Artist check. Requirements: Summoner level 8th; grab evolution; aberration type, animal type, magical beast type, undead type.

Blindsense (Ex)

The eidolon's senses become incredibly acute, giving it blindsense with a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it can't see without having to attempt a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement, and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Requirements: Summoner level 9th.

Bleed (Ex)†

An eidolon gains the ability to inflict bleeding wounds. Select one natural attack. Attacks of that type deal 1d6 points of bleed damage. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a different natural attack. The bleed damage from this attack doesn’t stack with itself.

Burn (Ex)‡

The eidolon’s fiery attacks sets opponents ablaze. Whenever the eidolon deals fire damage to an opponent with its energy attacks evolution, that opponent catches on fire, as described in the catching on fire section in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook. The Reflex DC to put out the flames is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. Requirements: Energy attacks (fire) evolution).

Burrow (Ex)

The eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon 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. Requirements: Summoner level 9th.

Critical Deflection (Ex)†

While the eidolon has at least 1 hit point remaining in its force field, critical hits and sneak attacks confirmed against it are automatically negated and damage is instead rolled normally. Requirements: Robot subtype.

Damage Reduction (Su)

The eidolon's body becomes more resistant to harm. Increase the damage reduction granted by the eidolon's subtype by 5. Requirements: Summoner level 15th, damage reduction granted by the eidolon's subtype.

Death Throes (Su)†

The eidolon has one final parting gift to those who slay it–a destructive burst of energy that strikes nearby foes. When reduced to 0 or fewer hit points, the eidolon explodes in a 30-foot radius burst that deals 1d6 points of damage per Hit Die that the eidolon possesses. A successful Reflex save reduces the damage by half (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). The damage dealt by the explosion is based upon the evolution or subtype that the eidolon used to meet this evolution’s requirements. For construct and undead eidolons, the explosion deals bludgeoning, piercing, and slashing damage. For elemental eidolons, the explosion deals energy damage of the same type as the eidolon’s immunity evolution. For phoenix eidolons, the explosion deals fire damage. For all other eidolons, the explosion deals the same type as its breath weapon evolution. Requirements: Construct or undead type, or phoenix species, or elemental subtype, or breath weapon evolution.

Engulf (Ex)†

The eidolon is capable of engulfing creatures in its path simply by moving through their space. As a standard action, the eidolon can move onto adjacent creatures, affecting as many as it can cover with its space. Targeted creatures can make attacks of opportunity against the eidolon, but if they do so they are not entitled to a saving throw against the engulf attack. Those that did not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Strength modifier). On a successful save, a creature is pushed back or aside (the creature’s choice) as the eidolon moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. Requirements: Summoner level 6th; aberration, magical beast, or ooze type.

Faceless†

The eidolon lacks a discernible face. It is immune to gaze attacks, but not to illusions that rely on vision to function. It has no need to breath, and is immune to all inhaled and scent-based effects. Otherwise, it can see in all directions as if its entire body were an eye. If 1 additional evolution point is spent, the eidolon is also headless; making it immune to all effects that require a head (such as the vorpal special ability), but rendering it unable to take the bite, gore, or head evolution. Requirements: Aberration or ooze type.

Frightful Presence (Ex)

The eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must succeed at a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the eidolon's Hit Dice + the eidolon's Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent that fails this save, that opponent becomes frightened instead. Foes with more Hit Dice than the eidolon are immune to this effect. Requirements: Summoner level 11th.

Greensight (Ex)†

The eidolon can see through up to 60 feet of thick plant matter as though it were transparent. Leaves, vines, greenery, and undergrowth offer no concealment to the eidolon’s sight, though solid wood still blocks its line of sight. By spending 3 additional evolution points, the distance of the eidolon’s greensight improves to 120 feet. Requirements: Fey, monstrous humanoid, or plant type.

Mistsight (Ex)†

The eidolon can see through up to 60 feet of fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions. By spending 3 additional evolution points, the distance of the eidolon’s mistsight improves to 120 feet. Requirements: Elemental, fey, magical beast, or monstrous humanoid type.

Phantom Mount (Su)†

The eidolon is able to call a mount of its own into existence. Once per hour, the eidolon can summon a horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The eidolon uses its Hit Dice as its caster level when determining its mount’s powers. The eidolon’s mount looks distinctive and is always appropriate for a creature of its type and subtype. If the mount is destroyed, it can be summoned again with full hit points 1 hour after its death. If the eidolon is reduced to 0 or fewer hit points, the mount is immediately destroyed as well. Requirements: Summoner level 4th; fey, humanoid, monstrous humanoid, outsider, or undead type; biped base form.

Pounce (Ex)

The eidolon gains quick reflexes, allowing it to make a full attack after a charge. Requirements: Summoner level 7th, quadruped base form.

Rock Throwing (Ex)†

The eidolon gains the ability to throw rocks with remarkable deftness and accuracy, granting it a +1 racial bonus on attack rolls made with thrown rocks. The eidolon can hurl rocks up to two categories smaller than its size; for example, a Medium eidolon can hurl Tiny rocks. A “rock” is any large, bulky, and relatively regular shaped object made of any material with a hardness of at least 5. The eidolon’s rocks have a range increment of 60 feet and it can hurl rocks up to five range increments. Damage from a thrown rock is equal to twice the eidolon’s base slam damage plus 1-1/2 times the eidolon’s Strength bonus; for example, a Medium eidolon’s thrown rocks deal 2d6 points of damage plus 1-1/2 times its Strength bonus. If 3 additional evolution points are spent, the range increment of the eidolon’s rock throwing ability increases to 120 feet. Requirements: Slam evolution. limbs (arms) evolution.

Stench (Ex)†

The eidolon’s smell is so offensive it sickens nearby creatures. All living creatures (except those with the stench ability) within 30 feet must succeed on a Fortitude save or be sickened for 1 round (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). This is a poison effect.

Strangle (Ex)†

The eidolon is capable of silencing opponents that it grapples. An opponent grappled by the eidolon cannot speak or cast spells with verbal components. Requirement: Summoner level 12th.

Swallow Whole (Ex)

The eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature must be at least one size category smaller than the eidolon. Swallowed creatures take an amount of bludgeoning damage equal to the eidolon's bite damage each round + 1d6 points of damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light piercing or slashing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or can be swallowed again. Requirements: Summoner level 9th; agathion, daemon, demon, devil, div, elemental, protean, or psychopomp subtype; grab (bite) evolution.

Unnatural Aura (Su)†

The eidolon has an otherworldly presence that unsettles animals and vermin. All creatures of these types within 30 feet must succeed on a Will save or become unwilling to approach the eidolon for 1 round (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier). Creatures that succeed on their save cannot be affected by the same eidolon’s unnatural aura for 24 hours. Affected animals or vermin that can be pushed via the Handle Animal skill can be forced to approach the eidolon if the handler succeeds on a DC 25 Handle Animal check. This is a mind-affecting fear effect. Requirements: Aberration, construct, magical beast, ooze, outsider, or undead type.

Web (Ex)

The eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus one creature of up to the same size. It can throw webbing as a ranged touch attack up to eight times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with a successful Escape Artist check, or with a Strength check at a –4 penalty. The DC of these checks is equal to 10 + 1/2 the eidolon's Hit Dice + the eidolon's Constitution modifier. The webs have a hardness of 0 and a number of hits points equal to the eidolon's total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint the location of any creature touching its webs. Requirements: Summoner level 7th; daemon, demon, or protean subtype; climb evolution.

4-Point Evolutions

The following evolutions cost 4 points from the eidolon's evolution pool.

All-Around Vision (Ex)†

The eidolon’s vision is constructed in such a way that it can see in all directions at once. The eidolon cannot be flanked. Requirements: Summoner level 8th.

Blindsight (Ex)

The eidolon's senses sharpen even further, granting it blindsight with a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. Requirements: Summoner level 11th, blindsense evolution.

Blood Drain (Ex)†

The eidolon is able to sup the life waters of its victims. Whenever the eidolon ends its turn grappling a foe, that opponent takes 1 point of Constitution damage. This Constitution damage can be increased by one step for every 2 additional evolution points spent, to a maximum of 5 steps. The steps for this ability are 1 to 1d2, 1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10. Requirements: Aberration, animal, magical beast, plant, or undead type or demon or qlippoth subtype.

Blood Frenzy (Ex)†

The smell of blood whips the eidolon into a bloodlusted frenzy. Whenever the eidolon takes damage in combat, it can fly into a frenzy as a free action in the following round. It gains +2 Strength and +2 Constitution, but takes a –2 penalty to AC and cannot use any Dexterity-, Intelligence, or Charisma-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability or evolution that requires patience or concentration. This frenzy lasts for 1 minute or until the combat ends, after which the eidolon becomes fatigued for 1 minute. Requirements: Aberration, animal, fey, dragon, humanoid, magical beast, monstrous humanoid, or outsider type.

Brain Consumption (Ex)†

The eidolon regenerates by eating the brains of freshly-slain corpses. By spending one full round consuming the brain of a living creature that has been dead for no more than 10 minutes, the eidolon restores a number of hit points equal to 1d6 per point of Intelligence bonus the creature possessed (minimum 1d6). The eidolon can use this ability a number of times per day equal to its Charisma modifier (minimum 1). Requirements: Undead type.

Breath Weapon (Su)

The eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select acid, cold, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the eidolon's Hit Dice + the eidolon's Constitution modifier. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability per day by spending 1 evolution point per additional use (to a maximum of three total uses per day). Requirements: Summoner level 9th.

Entrap (Ex or Su)‡

The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action at a range of 30 ft. The material used for the entrap attack is determined by the summoner; regardless of the material chosen, it has a number of hit points equal to 1/10th the eidolon’s total hit points and hardness equal to half the eidolon’s Hit Dice. The target of the eidolon’s entrap attack must make a Fortitude save or become entangled for a number of rounds equal to the eidolon’s Hit Dice (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier). An entangled creature can make a Strength check or an Escape Artist check against the same DC as a full-round action to break free. If 6 additional evolution points are spent, targets that are already entangled by this ability that fail their saving throw against a second entrap attack become helpless on a failed save instead. A target made helpless by this ability is conscious but can take no physical actions (except attempting to escape) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it succeeds on a DC 20 concentration check. For a helpless creature, the DC to escape the entrap attack is +5 greater. Destroying the entrapping material frees the creature. Requirements: Summoner level 4th; aberration, animal, fey, magical beast, monstrous humanoid, ooze, outsider, or plant type.

Fast Healing (Su)

The eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage per round, just like via natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 point per round for every 2 additional evolution points spent (to a maximum of 5 points per round). Requirements: Summoner level 11th.

Large (Ex)

The eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to Dexterity. This size change also gives the creature a –1 size penalty to AC and on attack rolls, a +1 bonus on combat maneuver checks and to CMD, a –2 penalty on Fly checks, and a –4 penalty on Stealth checks. If the eidolon has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the eidolon possesses are added to this total. If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to Dexterity. This size change also gives the creature a –2 size penalty to AC and on attack rolls, a +2 bonus on combat maneuver checks and to CMD, a 10-foot reach, a –4 penalty on Fly checks, and a –8 penalty on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet instead of 10 feet. Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon. Requirements: Summoner level 8th (13th for Huge), Medium size.

Multi-Headed Breath (Su)†

When using its breath weapon, the eidolon can choose use its multiple heads to attack with its breath weapon more flexibly. Instead of attacking an area, the eidolon uses its breath weapon against one target per head. No two creatures targeted in this manner can be more than 30 feet from the eidolon. Targets take damage as if they had be subjected to the eidolon’s breath attack, and can attempt a Reflex save, as normal, for half damage. Requirements: Breath weapon evolution, head evolution.

Paralysis (Ex)†

One of the eidolon’s attacks causes its target’s body to seize up and become unable to move. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the eidolon makes a successful attack of the selected type, the target must attempt a Fortitude saving throw (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier) or become paralyzed for 1 minute. Each round, the paralyzed creature can attempt a new saving throw as a full-round action that does not provoke attacks of opportunity to end the effect. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. If 6 additional evolution points are spent, creatures paralyzed by this evolution don’t get a new saving throw each round to end the effect. Requirements: Summoner level 10th; aberration, ooze, plant, or undead type.

Powerful Blows (Ex)†

The eidolon’s attacks are especially devastating. Select one natural attack. The eidolon adds 1-1/2 times its Strength bonus to damage with the selected attack instead of its normal Strength bonus or half its Strength bonus. If 4 additional evolution points are spent, this ability stacks with other evolutions that increase an eidolon’s Strength bonus to damage (such as the mighty charge evolution), allowing the eidolon to add twice its Strength bonus to damage with the selected attack if the conditions described under both evolutions are met. Requirements: Summoner level 13th.

Retaliation (Ex)†

The eidolon lashes out at enemies that attempt to strike it in melee. Once per round, the eidolon can make an attack of opportunity against an opponent who has just struck it in melee. This attack counts as an attack of opportunity for that round. Even an eidolon with the Combat Reflexes feat can’t use this ability more than once per round. Requirements: Summoner level 12th, ability increase (Dexterity) evolution.

Spell Resistance (Ex)

The eidolon is protected against magic, gaining spell resistance. The eidolon's spell resistance is equal to 11 + the summoner's level. This spell resistance does not apply to spells cast by the summoner. Requirements: Summoner level 9th.

Spore Cloud (Ex)†

The eidolon’s body produces millions of tiny, toxic spores that it can unleash upon its foes. Upon selecting this evolution, the eidolon must choose one of the toxins listed below. As a standard action, the eidolon exhales a cloud of toxic spores laced with the chosen toxin in a 30-foot cone. Creatures within the area are subject to the corresponding poison listed below:

  • Mycotoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Str damage; cure 2 saves.
  • Necrotoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Dex damage; cure 2 saves.
  • Neurotoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect 1d6 Wis damage; cure 2 saves.
  • Saxitoxin–inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect dazed one round; cure 2 saves.
  • Xenoestrogen–inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 4 rounds; effect nauseated one round; cure 2 saves.
  • Sporific–inhaled; save Fort (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier); frequency 1/round for 1 round; effect slept 2d6 minutes; cure 1 save.

The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of three total uses per day). Requirements: Aberration type, fey type, plant type, or qlippoth subtype.