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Eidolons Unchained


An eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Table: Eidolon Base Statistics
Class Level HD BAB Good Saves Poor Saves Skills Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st 1 +1 +2 +0 4 1 +0 +0 1 3 Darkvision, link, share spells
2nd 2 +2 +3 +0 8 1 +2 +1 2 3 Evasion
3rd 3 +3 +3 +1 12 2 +2 +1 3 3
4th 3 +3 +3 +1 12 2 +2 +1 3 4
5th 4 +4 +4 +1 16 2 +4 +2 4 4 Ability score increase
6th 5 +5 +4 +1 20 3 +4 +2 5 4 Devotion
7th 6 +6 +5 +2 24 3 +6 +3 6 4
8th 6 +6 +5 +2 24 3 +6 +3 6 4
9th 7 +7 +5 +2 28 4 +6 +3 7 5 Multiattack
10th 8 +8 +6 +2 32 4 +8 +4 8 5 Ability score increase
11th 9 +9 +6 +3 36 5 +8 +4 9 5
12th 9 +9 +6 +3 36 5 +10 +5 9 5
13th 10 +10 +7 +3 40 5 +10 +5 10 5
14th 11 +11 +7 +3 44 6 +10 +5 11 6 Improved evasion
15th 12 +12 +8 +4 48 6 +12 +6 12 6 Ability score increase
16th 12 +12 +8 +4 48 6 +12 +6 12 6
17th 13 +13 +8 +4 52 7 +14 +7 13 6
18th 14 +14 +9 +4 56 7 +14 +7 14 6
19th 15 +15 +9 +5 60 8 +14 +7 15 7
20th 15 +15 +9 +5 60 8 +16 +8 15 7

Class Level: This is the character’s summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the eidolon’s base attack bonus. An eidolon’s base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good Saves and Poor Save: These are the eidolon’s base saving throw bonuses. An eidolon possesses two good saving throws and one poor saving throw, determined by the creature’s base form.

Skills: This lists the eidolon’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon gains a number of skill ranks equal to 6 + its Intelligence modifier per Hit Die). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature’s evolutions change when the summoner gains a new level.

Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to such changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.

Str/Dex Bonus: Add this modifier to the eidolon’s Strength and Dexterity scores, which are determined by its base form. Some options available through the eidolon’s evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the eidolon’s evolution pool. Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number of points in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set—the summoner can change them whenever he gains a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

Special: This includes a number of abilities gained by all eidolons as they increase in power (see Table: Eidolon Base Statistics). Each of these bonuses is described below.

Darkvision (Ex)

The eidolon has darkvision with a range of 60 feet.

Link (Ex)

A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells (Ex)

The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex)

If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Ability Score Increase (Ex)

The eidolon adds 1 to one of its ability scores.

Devotion (Ex)

An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack

An eidolon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains three or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion (Ex)

When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it succeeds at its saving throw and only half damage if it fails.

Eidolon Skills

The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose four additional skills to be class skills for his eidolon. Note that eidolons with a fly speed gain Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Eidolon Subtypes

The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon’s subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed.

As a summoner gains levels, his eidolon gains specific evolutions based on its subtype. Each subtype entry below includes the following information.

Name: This is the name of the eidolon’s subtype. The eidolon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.

Description: This gives a basic overview of eidolons of this subtype, including general guidelines on appearance and personality.

Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.

Base Form(s): Eidolons of some subtypes are restricted in their choice of base form. Restrictions are spelled out here. The evolutions listed here are gained automatically, and do not cost points from the eidolon’s evolution pool.

Base Evolutions: This describes the base evolutions possessed by all eidolons of this subtype. Following the entry is a list of evolutions gained as the summoner gains levels; these evolutions are gained automatically, and do not cost points from the eidolon’s evolution pool. In some cases, eidolons of certain subtypes will gain abilities that are not evolutions. Unless otherwise noted, such abilities function as described in the Universal Monster Rules.

Aberration

Source PCS:HR

The following rules for aberrant eidolons are designed for the unchained summoner.

Alignment: Chaotic evil, chaotic neutral, neutral, or neutral evil.

Base Form(s): AberrantPCS:HR (bite, grab [tentacle mass], tentacle mass), biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, grab [bite], reach [bite], tail, tail slap).

Base Evolutions: Starting at 1st level, aberrant eidolons gain the following class skills in place of those normally gained by eidolons: Escape Artist, Intimidate, Knowledge (pick one), Perception, Stealth, and Climb, Fly, or Swim (pick one). The summoner can choose four additional skills to be class skills for his eidolon. Aberrant eidolons count as both aberrations and outsiders for spells and effects. They gain a +4 racial bonus on saving throws against mind-affecting effects.

  • At 4th level, aberrant eidolons add 1 point to their evolution pools.
  • At 8th level, aberrant eidolons gain immunity to mindaffecting effects (including morale bonuses).
  • At 12th level, aberrant eidolons gain DR 5/slashing. They also gain the blindsense evolution as a bonus evolution.
  • At 16th level, aberrant eidolons gain the blindsight evolution. They also gain telepathy with a range of up to 100 feet.
  • At 20th level, aberrant eidolons gain the ability to use transmogrify as a quickened spell-like ability once per day. These eidolons can gain the benefit of a transmogrify spell any number of times per day.

Agathion

Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.

Alignment: Neutral good.

Base Form(s): AberrantPCS:HR (bite, grab [tentacle mass], tentacle mass), biped (claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite).

Base Evolutions: Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.

  • At 4th level, agathion eidolons gain cold resistance 10 and sonic resistance 10.
  • At 8th level, agathion eidolons gain lay on hands as paladins with levels equal to their Hit Dice.
  • At 12th level, agathion eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the agathion subtype).
  • At 16th level, agathion eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the agathion’s speak with animals ability (see the agathion subtype).
  • At 20th level, agathion eidolons gain detect thoughts as a spell-like ability at will and also increase their damage reduction to DR 10/evil.

Angel

Hailing from the higher planes, angel eidolons are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and bright eyes. Angel eidolons are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its minions.

Alignment: Any good.

Base Form(s): Biped (limbs [arms], limbs [legs], slam). Base Evolutions: At 1st level, angel eidolons gain the resistance (acid) and resistance (cold) evolutions. They also gain a +4 bonus on saving throws against poison.

  • At 4th level, angel eidolons gain electricity resistance 10 and fire resistance 10.
  • At 8th level, angel eidolons grow large, feathery wings, gaining the flight evolution.
  • At 12th level, angel eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the angel subtype).
  • At 16th level, angel eidolons lose the resistance (acid) and resistance (cold) evolutions, and instead gain the immunity (acid) and immunity (cold) evolutions.
  • At 20th level, angel eidolons gain the protective aura ability (see the angel subtype).

Archon

Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals—including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.

Alignment: Lawful good.

Base Form(s): Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison.

  • At 4th level, archon eidolons add 1 point to their evolution pools.
  • At 8th level, archon eidolons gain the ability increase evolution, applied to an ability score the summoner chooses.
  • At 12th level, archon eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the archon subtype).
  • At 16th level, archon eidolons lose the resistance (electricity) evolution and skilled (Intimidate) evolution, and instead gain the immunity (electricity) evolution. In addition, they gain the aura of menace ability (see the archon subtype).
  • At 20th level, archon eidolons gain the ability to use greater teleport at will, as the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.

Azata

Embodiments of the untamable beauty and noble passion of Elysium, azata eidolons have wild and beautiful features. They often take graceful forms reminiscent of elves or fey, but they occasionally appear like lillends, with serpentine tails. Azata eidolons are flighty and independent, and they often have their own ideas about how to defeat evil or have a good time. Thus, an azata eidolon is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata eidolon in sync with its summoner is a passionate and devoted companion.

Alignment: Chaotic good.

Base Form(s): Biped (limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, tail slap).

Base Evolutions: At 1st level, azata eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).

  • At 4th level, azata eidolons gain cold resistance 10 and fire resistance 10.
  • At 8th level, azata eidolons grow large, feathery wings, gaining the flight evolution.
  • At 12th level, azata eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the azata subtype).
  • At 16th level, azata eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the ability increase evolution, applied to an ability score of the summoner’s choice.
  • At 20th level, an azata eidolon gains the ability to switch between its normal form and an energy form as a standard action. In its energy form, an azata eidolon is incorporeal and doubles its fly speed, but it can’t make natural or manufactured weapon attacks; it can, however, activate any spell-like ability evolutions it possesses.

Daemon

The agents of horrible deaths, daemon eidolons desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and daemon eidolons sometimes represent a more obscure kind of death than the most famous daemons. Daemon eidolons wish to sow death and misery through a variety of means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer’s career, so following along with a summoner gives a daemon eidolon many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.

Alignment: Neutral evil.

Base Form(s): AberrantPCS:HR (bite, grab [tentacle mass], tentacle mass), biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, reach [bite], reach [sting], sting, tail).

Base Evolutions: Starting at 1st level, daemon eidolons gain the resistance (acid) evolution as well as a +4 bonus on saving throws against death effects, disease, and poison.

  • At 4th level, daemon eidolons gain cold resistance 10, electricity resistance 10, and fire resistance 10.
  • At 8th level, daemon eidolons add 1 point to their evolution pools.
  • At 12th level, daemon eidolons gain DR 5/good. They also gain immunity to death effects, disease, and poison.
  • At 16th level, daemon eidolons lose the resistance (acid) evolution, and instead gain the immunity (acid) evolution. They also gain telepathy.
  • At 20th level, as a standard action, a daemon eidolon can devour a portion of the soul of a dying creature or a creature that died no earlier than 1 round ago. This kills the creature and provides the daemon eidolon a profane bonus on attack rolls, saving throws, and skill checks for 24 hours. The bonus is equal to +1 per 5 Hit Dice the slain creature possessed. A creature whose soul was devoured in this way requires resurrection or more powerful magic to return from the dead.

Deepwater Eidolon

Source PPC:BotS

The vast, lightless reaches of the sea are home to creatures of unimaginable power with connections to dangerous planes. A few rare summoners attempt to conjure forth eidolons from these cold, alien depths, drawing forth utterly inhuman allies with squirming tentacles and gnashing beaks. Although these eidolons may superficially resemble primeval beasts such as aboleths, krakens, or monstrous squids or eels—if they resemble any previously encountered deep-sea life-form at all—they are outsiders like any other eidolon for the purposes of spells and effects that affect them.

Alignment: Chaotic evil, chaotic neutral, neutral, or neutral evil.

Base Form: serpentine (bite, grab [tail slap], reach [tail slap], tail, tail slap).

Base Evolutions: Starting at 1st level, deepwater eidolons gain the gills, resistance (cold), and swim evolutions.

  • At 4th level, deepwater eidolons gain the jet ability at a speed of 200 feet and increase the range of their darkvision to 120 feet.
  • At 8th level, deepwater eidolons gain the poison evolution for all tail slap and tentacle attacks, although the poison can be used only once per round. The summoner can spend 2 evolution points to make this poison deal Constitution damage instead of Strength damage, as normal for the poison evolution.
  • At 12th level, deepwater eidolons gain DR 5/magic. They also gain the rend evolution for tentacle attacks rather than claw attacks.
  • At 16th level, deepwater eidolons lose the resistance (cold) evolution and instead gain the immunity (cold) evolution.
  • At 20th level, deepwater eidolons gain constant freedom of movement and fast healing 5.

Demon

Raw destruction given material substance, demon eidolons form out of the Abyss’s stew of soul energy, leading some scholars to speculate that the summoner’s arts are related to the magical tampering that gave rise to the first demons. Demon eidolons revel in causing destruction and inflicting suffering, and they will do so for their summoners without question, taking pleasure in whatever havoc they can create. For a demon eidolon, the means justify the ends.

Alignment: Chaotic evil.

Base Form(s): AberrantPCS:HR (bite, grab [tentacle mass], tentacle mass), biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved damage [bite], reach [bite], tail, tail slap).

Base Evolutions: Starting at 1st level, demon eidolons gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against poison.

  • At 4th level, demon eidolons gain acid resistance 10 and cold resistance 10.
  • At 8th level, demon eidolons lose the +4 bonus on saving throws against poison and gain immunity to poison. They also add 1 point to their evolution pools.
  • At 12th level, demon eidolons gain DR 5/good. They also gain the ability increase evolution in an ability score of the summoner’s choice.
  • At 16th level, demon eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain telepathy.
  • At 20th level, demon eidolons gain true seeing as a constant spell-like ability.

Devil

Corruptors, tempters, and despoilers, devil eidolons often serve their summoners obediently and efficiently, all in a long-term attempt to damn the summoner’s soul to the deepest depths of Hell. While some types of devils have truly unusual forms, devil eidolons have found that the more traditional bipedal form allows them to build up a strong rapport with their summoners—and consequently to corrupt them—more easily than if they possessed a more monstrous appearance.

Alignment: Lawful evil.

Base Form(s): Biped (claws, limbs [arms], limbs [legs]).

Base Evolutions: Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Bluff) evolution. They also gain a +4 bonus on saving throws against poison.

  • At 4th level, devil eidolons gain acid resistance 10 and cold resistance 10.
  • At 8th level, devil eidolons gain the skilled (Diplomacy) evolution and gain immunity to poison.
  • At 12th level, devil eidolons gain DR 5/good. They also gain see in darkness (see the devil subtype).
  • At 16th level, devil eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.
  • At 20th level, devil eidolons gain regeneration 5 (good weapons, good spells). They are still banished to Hell as normal for eidolons if they take enough damage.

Div

Formed of hatred and spite, div eidolons seek to despoil and ruin all things beautiful and joyous. Div eidolons particularly resent having mortal masters, and seek to doom their summoners to existences full of suffering and loss. Each div eidolon has a unique compulsion it must follow—usually something similar to the doru’s obsession with secrets—that leads it to bargain its loyalty for something the summoner provides. The div’s summoner uses his eidolon’s compulsion to entrap and control the eidolon. Still, div eidolons never fully give in, and continue to plot ways they might corrupt that which their masters hold dearest.

Alignment: Neutral evil.

Base Form(s): Biped (claws, limbs [arms], limbs [legs]).

Base Evolutions: Starting at 1st level, div eidolons gain the resistance (fire) evolution. They also gain a +4 bonus on saving throws against poison.

  • At 4th level, div eidolons gain acid resistance 10 and electricity resistance 10.
  • At 8th level, div eidolons add 1 point to their evolution pools and immunity to poison.
  • At 12th level, div eidolons gain DR 5/good. They also gain see in darkness (see the div subtype).
  • At 16th level, div eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.
  • At 20th level, div eidolons gain the ability to use greater teleport at will, as per the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.

Elemental

Pulled in from one of the four elemental planes, these eidolons are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental eidolon appears as a creature made entirely of one element, but there is some variation. Elemental eidolons are decidedly moderate in their views and actions. They tend to avoid the conflicts of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.

Alignment: Neutral.

Base Form(s): AberrantPCS:HR (bite, grab [tentacle mass], tentacle mass), biped (limbs [arms], limbs [legs], slam), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved natural armor, reach [bite], tail, tail slap).

Base Evolutions: The base evolutions of an elemental eidolon depend entirely on its chosen element. When first summoning an elemental eidolon, the summoner must select air, earth, fire, or water. Once made, this choice cannot be changed. The eidolon gains the following evolutions and abilities, which can vary depending on its element.

  • At 1st level, all elemental eidolons gain immunity to paralysis and sleep. In addition, air elemental eidolons gain the immunity (electricity) evolution. Earth elemental eidolons gain the immunity (acid) evolution. Fire elemental eidolons gain the immunity (fire) evolution. Water elemental eidolons gain the immunity (cold) evolution.
  • At 4th level, all elemental eidolons add 1 point to their evolution pools.
  • At 8th level, air elemental eidolons gain the flight evolution (using magic) with a speed equal to their base speed. Earth elemental eidolons gain the burrow evolution. Fire elemental eidolons increase their base speed by 20 feet. Water elemental eidolons gain the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet. They also gain the gills evolution, which allows them to breathe underwater.
  • At 12th level, all elemental eidolons gain immunity to bleed, poison, and stun. In addition, they can no longer be flanked.
  • At 16th level, all elemental eidolons gain immunity to critical hits and do not take additional damage from precision-based attacks, such as sneak attack.
  • At 20th level, an air elemental eidolon gains the whirlwind ability, with a maximum height of 15 feet (30 feet for a Large air elemental) and dealing 1d6 points of damage (1d8 for a Large air elemental). Earth elemental eidolons gain the earth mastery ability and DR 5/—. Fire elemental eidolons gain the energy attacks (f ire) evolution and the burn ability. Water elemental eidolons gain the drench and vortex abilities. The vortex ability works as the air elemental eidolon’s whirlwind ability (except as noted in the vortex ability’s description).

Inevitable

Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues.

Alignment: Lawful neutral.

Base Form(s): Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, inevitable eidolons count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.

Kyton

Scholars of the exquisiteness of agony and explorers of the limitations of the flesh, kytons understand the mortal form is a blank canvas aching for transformation. They appear as humanoids, save that they are covered in piercings, draped with chains, and bear grisly body modifications. Kyton eidolons gain access to the tentacle and web evolutions, but kyton eidolon tentacles and webs always appear as animated chains.

Alignment: Lawful evil.

Base Form(s): Biped (improved natural armor, limbs [arms], limbs [legs]).

Base Evolutions: At 1st level, kyton eidolons gain the resistance (cold) and skilled (Heal) evolutions. They also gain proficiency with the spiked chain.

  • At 4th level, a kyton eidolon adds 1 point to its evolution pool.
  • At 8th level, a kyton eidolon gains an unnerving gaze that manipulates the perceptions of those who look upon it. Unlike typical gaze weapons, a kyton eidolon’s unnerving gaze can affect only one creature per round when the kyton directs its gaze at the target on its turn as a free action. An unnerving gaze has a range of 30 feet, and can be negated by a successful Will save. Any creature that fails the save becomes sickened by the kyton’s grisly modifications for 1 round. A kyton eidolon is immune to the unnerving gazes of other kytons, and the kyton’s summoner is immune to its unnerving gaze. This is a mind-affecting fear effect. The save DC is Charisma-based.
  • At 12th level, a kyton eidolon gains DR 5/good. The effects of a kyton eidolon’s unnerving gaze now persist for 1d3 rounds, and as a free action, a kytons can target up to two creatures per round with its gaze on its turns.
  • At 16th level, a kyton eidolon loses the resistance (cold) evolution, and gains the immunity (cold) evolution in its place. The effects of a kyton eidolon’s unnerving gaze now stagger the target for 1 round, and as a free action, a kyton eidolon can target up to three creatures per round with its gaze.
  • At 20th level, a kyton eidolon gains regeneration 5 (good weapons, good spells). It is still banished to the Shadow Plane as normal for an eidolon if it takes enough damage.

Protean

Serpentine beings of pure chaos, proteans seek to reshape reality. Protean eidolons appreciate creative summoners who often rebuild their forms and make liberal use of the transmogrify spell. Beyond that, protean eidolons are happy to work with their summoners for any purpose, though they are quick to remind their summoners that while they have a mutually beneficial relationship, they are not servants.

Alignment: Chaotic neutral.

Base Form(s): Serpentine (bite, grab [tail slap], tail, tail slap).

Base Evolutions: At 1st level, protean eidolons gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner’s choice. Whenever the summoner changes the protean eidolon’s evolutions, he can also change the attack type for grab.

  • At 4th level, protean eidolons gain electricity resistance 10 and sonic resistance 10.
  • At 8th level, protean eidolons gain the constrict evolution.
  • At 12th level, protean eidolons gain DR 5/lawful. They also gain the blindsense evolution and the ability to fly without wings with perfect maneuverability, as the flight evolution with 4 points spent.
  • At 16th level, protean eidolons lose the resistance (acid) evolution and instead gain the immunity (acid) evolution. They also gain the amorphous anatomy ability (see the protean subtype).
  • At 20th level, protean eidolons gain constant freedom of movement and the protean version of the change shape (greater polymorph) ability (see the protean subtype).

Psychopomp

Stewards, chroniclers, and guides of all things that die, psychopomps make dispassionate yet loyal eidolons.

When they deal with the world of mortals, psychopomp eidolons nearly always wear masks. They do not tolerate summoners who traffic with daemons, undead, and other entities that interfere with the transmigration of souls, but otherwise they are comfortable with most actions on the summoner’s part. When the summoner dies, a psychopomp eidolon personally escorts him to the afterlife and serves as an expert witness when it is time for him to be judged.

Alignment: Neutral.

Base Form(s): Biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, pull [bite], reach [bite], tail, tail slap).

Base Evolutions: Starting at 1st level, psychopomp eidolons gain immunity to death effects, disease, and poison.

  • At 4th level, psychopomp eidolons gain cold resistance 10 and electricity resistance 10.
  • At 8th level, psychopomp eidolons gain the spirit touch ability (see the psychopomp subtype) and add 1 point to their evolution pools.
  • At 12th level, psychopomp eidolons gain DR 5/adamantine. They also gain the spiritsense ability (see the psychopomp subtype).
  • At 16th level, psychopomp eidolons gain the ability increase evolution, applied to an ability score of the summoner’s choice. They also gain the ability to cast invisibility (self only) as a spell-like ability at will.
  • At 20th level, psychopomp eidolons increase their damage reduction to 10/adamantine and gain the immunity (cold) and immunity (electricity) evolutions.

Base Forms

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores.

All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon’s attacks add the eidolon’s Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-1/2 times the eidolon’s Strength modifier.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool.

Aberrant

Source PCS:HR

Starting Statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack bite (1d6), tentacles (1d6); Ability Scores Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11.

Biped

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.

Quadruped

Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (poor); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Serpentine

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (poor), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.

Evolutions

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.

1-Point Evolutions

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

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. Source PCS:HR

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. 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.

Gills (Ex): The eidolon has gills and can breathe underwater indefinitely.

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.

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. Requirements: Daemon, demon, devil, elemental, or protean subtype; quadruped or serpentine base form.

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, f ire, 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.

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: Daemon, demon, or protean subtype.

Tentacle Mass (Ex): The eidolon grows a thick mass of tentacles that can be used as a primary natural weapon. The tentacles deal 1d8 points of damage if the eidolon is Medium. Eidolons with the grab evolution that is linked to a tentacle mass can use that ability to grapple foes of up to the eidolon’s size, and they can also use this evolution in place of the serpentine base form to qualify for the constrict evolution. Requirements: Aberrant subtype. Source PCS:HR

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.

Eidolons and Alignment

Generally, the summoner controls the actions of his eidolon, even during combat, either through verbal commands or through the link ability, but this does not mean that the eidolon is a puppet that follows every command without question. Eidolons have been known to refuse actions that are against their ethoses or alignments (subject to the GM’s discretion) and are quick to chide the summoner about such requests. In addition, should the action of the summoner cause a shift in alignment such that the summoner’s alignment is more than one step away from the eidolon’s, the eidolon refuses the call of the summoner (although the summoner can still use his summon monster class feature). If the summoner manages to restore his alignment, the eidolon returns to his service.

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.

Blood Frenzy (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. Source PCS:HR

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.

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.

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 f lies 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.

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.

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.

Intermediate Psychic Magic: The eidolon gains 2 points of psychic energy that it can spend each day. Select one spell from the following list: compel hostility, lesser confusion, hypnotism, mind thrust I, or vanish. The eidolon can use that spell thereafter as a psychic spell by spending 1 point of psychic energy. The caster level and save DC are the same as for basic psychic magic. This evolution can be selected more than once, selecting a different spell each time. The eidolon’s amount of psychic energy available to spend each day does not stack—it uses only the highest number of points granted by its most powerful psychic magic evolution. Requirements: Aberrant subtype; basic psychic magic evolution; Charisma 11; summoner level 5th. Source PCS:HR

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.

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.

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.

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.

3-Point Evolutions

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

Advanced Psychic Magic: The eidolon gains 5 points of psychic energy that it can spend each day. Select one spell from the following list: darkness, detect thoughts, disfiguring touch, id insinuation I, mind thrust II, or touch of idiocy. The eidolon can cast that spell as a psychic spell by spending 2 points of psychic energy. The caster level and save DC are the same as for basic psychic magic. This evolution can be selected more than once, selecting a different spell each time. The eidolon’s amount of psychic energy available to spend each day does not stack—it uses only the highest number of points granted by its most powerful psychic magic evolution. Requirements: Aberrant subtype; intermediate psychic magic evolution; Charisma 12; summoner level 7th. Source PCS:HR

Alien Consciousness (Ex): The eidolon’s mind is dangerously incomprehensible to mortals who contact it. Non-aberrations that read the eidolon’s mind or make mental contact with it take 1d4 points of Wisdom damage (or 1d8 points of sanity damage, if you use the sanity rules from Horror Adventures). This contact also includes communication via telepathy—an eidolon that has telepathic capability must initiate this particular contact as a swift action against a single target in order to force its alien consciousness on another creature. A successful Will saving throw (DC = 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier) halves the damage. Once a creature has been subjected to the eidolon’s alien consciousness, it is immune to further damage from that eidolon’s alien consciousness for 24 hours. The eidolon’s summoner is immune to his own eidolon’s alien consciousness, but he can still be affected by other eidolons’ alien consciousnesses. This is a mind-affecting effect. Requirements: Aberrant or protean subtype; summoner level 9th. Source PCS:HR

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.

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.

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.

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.

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

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.

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.

Amorphous (Ex): The eidolon’s biology lacks discernible weak points. It is not subject to critical hits and sneak attacks. Source PCS:HR

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.

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.

Disease (Ex): One of the eidolon’s natural weapons carries a disease chosen from the following list: bubonic plague, filth fever, leprosy, red ache, or shakes. Each hit forces a saving throw against the disease’s normal effects. The disease has no onset, however. The save DC equals 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. The eidolon can expose a creature to its disease no more than once per round. By spending 2 additional evolution points, you can instead choose the following additional diseases: demon fever (only if the eidolon has the demon subtype), devil chills (only if the eidolon has the devil subtype), or slimy doom. Requirement(s): Aberrant, daemon, demon, or devil subtype or the undead appearance evolution; summoner level 7th. Source PCS:HR

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.

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.

Superior Psychic Magic: The eidolon has 7 points of psychic magic to spend each day. Select one spell from the following list: confusion, deeper darkness, displacement, jester’s jaunt, id insinuation II, or mind thrust III. The eidolon can cast that spell as a psychic spell by spending 3 points of psychic energy. The caster level and save DC are the same as for basic psychic magic. This evolution can be selected more than once, selecting a different spell each time. The eidolon’s amount of psychic energy available to spend each day does not stack; it uses only the highest number of points granted by its most powerful psychic magic evolution. Requirement(s): Aberrant subtype; advanced psychic magic evolution; summoner level 11th; Charisma 13. Source PCS:HR

Section 15: Copyright Notice

Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.