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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.

 

GENERAL EVOLUTIONS

These evolutions can be taken by any eidolon subtype.

 

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. Starting at 6th level, the eidolon can spend 1 additional evolution point to become proficient in medium armor, and at 10th level it can spend instead spend an additional 2 evolution points to become proficient in heavy armor. An eidolon with the improved natural armor evolution cannot select this evolution.
Basic Magic: An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This spell can be cast three times per day as a spell-like ability. At 4th level, this spell can be cast at will by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon's Hit Dice. The save DC for this spell is 10 + the eidolon's Charisma modifier. The eidolon must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell.
Bleed: An eidolon gains the ability to inflict bleeding wounds. Select one type of 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 attack. The bleed effect doesn’t stack.
Climb: 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: The eidolon can collapse 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.
Gills: The eidolon has gills and can breathe underwater indefinitely.
Hold Breath: 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 (requires the Limbs(legs) evolution): The eidolon possesses powerful hooves that it can use to stomp foes, giving it two hoof attacks. These attacks are secondary attacks that deal1d4 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. This evolution can be selected more than once, up to the number of limbs (legs) evolutions the eidolon possesses.
Improved Damage: 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: 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: The eidolon’s movement speeds for all of its movement types increase by 10 feet. This evolution can be selected more than once.
Low-Light Vision: The eidolon has low-light vision, enabling it to see twice as far as a human in conditions of dim light. Alternately, the eidolon can replace its darkvision special ability with this evolution.
Magic Attacks: 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 (requires Quadruped or Serpentine base form): 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.
Negative Energy Affinity: Although the eidolon is alive, it is healed by negative energy and harmed by positive energy, as if it were an undead creature.
Pull: 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.
Push: 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: 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: 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: The eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality.
Skilled: 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: 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 evolution can be selected more than once, up to the number of the eidolon’s limbs (arms) evolutions.
Slippery: 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.
Sticky: The eidolon is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The eidolon gains a +4 bonus on combat maneuver checks to initiate or maintain a grapple.
Swim: 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.
Wing Buffet (requires the Flight(wings) evolution): The eidolon can 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).

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Ability Increase: 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 (requires the Breath Weapon(acid) or the Energy Attacks(acid) evolution): 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 as a full-round action.
Camouflage: 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. If the eidolon has cover or concealment in such terrain, it gains a +4 racial bonus on its Stealth check. This evolution can be selected multiple times. Each time, it applies to a different terrain.
Capsize (requires Summoner level 8th and the Large and Swim evolutions): 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.
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.
Double Slam: 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 (requires Summoner level 5th): 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.
Flight (requires Summoner level 5th): The eidolon grows large wings, 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.
Grab: 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.

  • Constrict (requires Serpentine base form and the Grab evolution): 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.

Head: 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: 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.
Immunity (requires Summoner level 7th): 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.
Limbs: 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.

  • Rock Catching (requires the Large and Limbs(arms) evolutions): 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.

Minor Magic (requires Summoner level 4th, Eidolon Charisma 11+, and the Basic Magic evolution): An eidolon learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect alignment, magic missile, obscuring mist, silent image, vanish (self only), or ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon's Hit Dice – 2. The save DC for this spell is 10 + 1/2 the eidolon's HD + the eidolon's Charisma modifier. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.
No Breath (requires Summoner level 9th and the Hold Breath or Gills evolution): 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.
Rake (requires Summoner level 4th and Quadruped base form): 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.
Rider Bond (requires the Mount evolution): You and your eidolon share an empathic connection while you ride it. You gain a bonus on Ride checks equal to one-half your summoner level and you also gain Mounted Combat as a bonus feat when mounted on your eidolon.
Sickening: The eidolon’s smell or appearance is so offensive it sickens nearby creatures. Any living creature except its summoner that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Fortitude save (DC = 10 + 1/2 the eidolon’s HD + its Con modifier). Creatures that successfully save cannot be affected by the same eidolon’s sickening effect for 24 hours.
Sound Mimicry (requires Summoner level 5th and the Skilled(Disguise) evolution): The eidolon can perfectly imitate certain sounds or even specific voices. The eidolon makes a Disguise 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.
Spittle: The eidolon can 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. 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.
Tiny (requires Small size): The eidolon diminishes in size, becoming Tiny. The eidolon gains a +4 bonus to Dexterity and takes a –2 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 (requires Biped or Quadruped base form): 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.
Tremorsense (requires Summoner level 7th): The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet.
Weapon Training: 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.
Acidic (requires the Energy Attacks(acid) evolution): The acid produced by the eidolon’s body quickly dissolves organic material and metal. Each time a creature suffers damage from the eidolon’s energy attacks evolution, its clothing and armor take the same amount of damage. 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.
Bleed: 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.
Blindsense (requires Summoner level 9th): The eidolon’s senses become incredibly acute, giving it blindsense with a range of 30 feet.
Burn (requires the Energy Attacks(fire) evolution): The eidolon’s fiery attacks set opponents ablaze. Whenever the eidolon deals fire damage to an opponent with its energy attacks evolution, that opponent catches on fire for 1d4 rounds. The 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 (requires Summoner level 9th): 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.
Death Throes (requires the Breath Weapon evolution): 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 all other eidolons, the explosion deals the same type as its breath weapon evolution.
Frightful Presence (requires Summoner level 11th): 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. The DC of this save is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier.
Major Magic (requires Summoner level 7th, Eidolon Charisma 12+, and the Minor Magic evolution): An eidolon learns to cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide, invisibility (self only), lesser restoration, levitate, minor image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability. At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon's Hit Dice -2. The save DC for this spell is 10 + 1/2 the eidolon's HD + the eidolon's Charisma modifier. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.
Pounce (requires Summoner level 7th and Quadruped base form): The eidolon gains quick reflexes, allowing it to make a full attack after a charge.
Rock Throwing (requires the Slam and Limbs(arms) evolutions): 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.
Sacrifice: An eidolon can sacrifice its own hit points to heal another creature. As a standard action, the eidolon can sacrifice up to 2 hit points per Hit Die and then touch the target creature, thereby healing the creature for half the amount sacrificed.
See in Darkness (requires Summoner level 9th): An eidolon can see perfectly in darkness of any kind, including that created by deeper darkness.
Stench: 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). Creatures that succeed on their save cannot be affected by the same eidolon’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throw.
Strangle (requires Summoner level 12th): The eidolon is capable of silencing opponents that it grapples. An opponent grappled by the eidolon cannot speak or cast spells with verbal components.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
All-Around Vision (requires Summoner level 8th): The eidolon’s vision is constructed in such a way that it can see in all directions at once. The eidolon cannot be flanked.
Blindsight (requires Summoner level 11th and the Blindsense evolution): The eidolon’s senses sharpen even further, granting it blindsight with a range of 30 feet.
Breath Weapon (requires Summoner level 9th): 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).

  • Multi-Headed Breath Weapon (requires the Breath Weapon and Head evolutions): When using its breath weapon, the eidolon can choose use its multiple heads to attack with its breath weapon more flexibly. The eidolon can use a swift action to expend one daily use of its breath weapon evolution. The eidolon gains a pool of breath points equal to the number of heads it has. As a standard action, the eidolon can spend any number of points from its breath pool in order to unleash its stored breath attack against one creature within 30 feet per point spent. No two creatures targeted in this manner can be more than 30 feet from the eidolon or from one another. Targets take damage as if they had been subjected to the eidolon’s breath attack and can attempt a Reflex save, as normal, for half damage. Points left in the eidolon’s breath pool after 1 minute are lost, and any points in the eidolon’s breath pool when it expends a use of its breath weapon in order to fill it are likewise lost.

Dimension Door (requires Summoner level 13th): An eidolon learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the eidolon's Hit Dice. The save DC for this spell is 10 + 1/2 the eidolon's HD + the eidolon's Charisma modifier.
Fast Healing (requires Summoner level 11th): The eidolon’s body gains the ability to heal wounds very quickly, giving it fast healing 1. 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).
Large (requires Summoner level 8th [13th for Huge] and Medium size): 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 when adding to the Strength or Constitution scores of a Large or Huge eidolon.
Powerful Blows (requires Summoner level 13th): 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, allowing the eidolon to add twice its Strength bonus to damage with the selected attack if the conditions described under both evolutions are met.
Retaliation (requires Summoner level 12th and the Ability Increase(Dexterity) evolution): 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.
Spell Resistance (requires Summoner level 9th): The eidolon is protected against magic, gaining spell resistance equal to 11 + the summoner’s level. This spell resistance does not apply to spells cast by the summoner.
Ultimate Magic (requires Summoner level 11th, Eidolon Charisma 13+, and the Major Magic evolution): An eidolon learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to the eidolon's Hit Dice – 2. The save DC for this spell is 10 + 1/2 the eidolon's HD + the eidolon's Charisma modifier. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

AEON EVOLUTIONS

These evolutions can be taken by eidolons of the Aeon subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

AGATHION EVOLUTIONS

These evolutions can be taken by eidolons of the Agathion subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

Vermin: The eidolon takes the form of a skittering, scuttling vermin-like creature. The eidolon gains a +4 bonus on saves against mind-affecting effects.

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Alignment Smite (requires Summoner level 5th): Choose a single alignment component that opposes one of the summoner’s own. Once per day as a swift action, the eidolon chooses one target within sight. If this target’s alignment matches that chosen for this ability, the eidolon deals an additional +1d6 points of damage with one of its natural weapons. This attack is treated as that alignment for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead or the eidolon is dismissed. At 10th level, the summoner may spend 1 additional evolution point to allow the eidolon a second daily use of this ability. The summoner must be at least 5th level before selecting this evolution.
Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

ANGEL EVOLUTIONS

These evolutions can be taken by eidolons of the Angel subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Alignment Smite (requires Summoner level 5th): Choose a single alignment component that opposes one of the summoner’s own. Once per day as a swift action, the eidolon chooses one target within sight. If this target’s alignment matches that chosen for this ability, the eidolon deals an additional +1d6 points of damage with one of its natural weapons. This attack is treated as that alignment for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead or the eidolon is dismissed. At 10th level, the summoner may spend 1 additional evolution point to allow the eidolon a second daily use of this ability. The summoner must be at least 5th level before selecting this evolution.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

ARCHON EVOLUTIONS

These evolutions can be taken by eidolons of the Archon subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Alignment Smite (requires Summoner level 5th): Choose a single alignment component that opposes one of the summoner’s own. Once per day as a swift action, the eidolon chooses one target within sight. If this target’s alignment matches that chosen for this ability, the eidolon deals an additional +1d6 points of damage with one of its natural weapons. This attack is treated as that alignment for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead or the eidolon is dismissed. At 10th level, the summoner may spend 1 additional evolution point to allow the eidolon a second daily use of this ability. The summoner must be at least 5th level before selecting this evolution.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

DAEMON EVOLUTIONS

These evolutions can be taken by eidolons of the Daemon subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting
: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

Tentacle: 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.

 

2-Point Evolutions

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

Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Poison (requires Summoner level 7th and the Bite or Sting evolution): 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.

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.

Quill Defense: 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 weapon damage of the selected natural attack, plus the eidolon’s Strength modifier. Strength damage, Strength drain, and penalties to Strength don’t impact the amount of damage that the eidolon deals to attackers with this ability.

  • Quills (requires the Quill Defense evolution): The eidolon can launch a volley of quills at two separate opponents as a standard action. This ranged attack has a range of 300 feet with no range increment. 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, the target takes damage from the eidolon’s quill defense evolution as if it had made a melee attack against it. Launched quills regrow in a single round, during which the eidolon’s quill defense evolution is unaffected. 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.
Trip (requires the Bite evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.
Web (requires Summon level 7th and the Climb evolution): 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 hit 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. 

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Disease (requires Summoner level 7th): 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 slimy doom.
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

DEEPWATER EVOLUTIONS

These evolutions can be taken by eidolons of the Deepwater subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

DEMON EVOLUTIONS

These evolutions can be taken by eidolons of the Demon subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting
: 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.

Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

Tentacle: 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.

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Poison (requires Summoner level 7th and the Bite or Sting evolution): 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.

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.

Quill Defense: 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 weapon damage of the selected natural attack, plus the eidolon’s Strength modifier. Strength damage, Strength drain, and penalties to Strength don’t impact the amount of damage that the eidolon deals to attackers with this ability.

  • Quills (requires the Quill Defense evolution): The eidolon can launch a volley of quills at two separate opponents as a standard action. This ranged attack has a range of 300 feet with no range increment. 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, the target takes damage from the eidolon’s quill defense evolution as if it had made a melee attack against it. Launched quills regrow in a single round, during which the eidolon’s quill defense evolution is unaffected. 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.
Trip (requires the Bite evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

Web (requires Summoner level 7th and the Climb evolution): 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 hit 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. 

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Drain: The eidolon can sap 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 according to the following scale: 1/1d2/1d3/1d4/1d6/1d8/1d10.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Disease (requires Summoner level 7th): 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 or slimy doom.
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

DEVIL EVOLUTIONS

These evolutions can be taken by eidolons of the Devil subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting
: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

2-Point Evolutions

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

Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Poison (requires Summoner level 7th and the Bite or Sting evolution): 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.

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.

Quill Defense: 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 weapon damage of the selected natural attack, plus the eidolon’s Strength modifier. Strength damage, Strength drain, and penalties to Strength don’t impact the amount of damage that the eidolon deals to attackers with this ability.

  • Quills (requires the Quill Defense evolution): The eidolon can launch a volley of quills at two separate opponents as a standard action. This ranged attack has a range of 300 feet with no range increment. 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, the target takes damage from the eidolon’s quill defense evolution as if it had made a melee attack against it. Launched quills regrow in a single round, during which the eidolon’s quill defense evolution is unaffected. 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.
Trip (requires the Bite evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Disease (requires Summoner level 7th): 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: devil chills or slimy doom.
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

DIV EVOLUTIONS

These evolutions can be taken by eidolons of the Div subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

 

2-Point Evolutions

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

Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Poison (requires Summoner level 7th and the Bite or Sting evolution)

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.

Quill Defense: 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 weapon damage of the selected natural attack, plus the eidolon’s Strength modifier. Strength damage, Strength drain, and penalties to Strength don’t impact the amount of damage that the eidolon deals to attackers with this ability.

  • Quills (requires the Quill Defense evolution): The eidolon can launch a volley of quills at two separate opponents as a standard action. This ranged attack has a range of 300 feet with no range increment. 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, the target takes damage from the eidolon’s quill defense evolution as if it had made a melee attack against it. Launched quills regrow in a single round, during which the eidolon’s quill defense evolution is unaffected. 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

ELEMENTAL EVOLUTIONS

These evolutions can be taken by eidolons of the Elemental subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws:
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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Jet (requires the Swim evolution): 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.
Keen Scent (requires the Gills, Scent, and Swim evolutions): 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.
Pinchers:
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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.

Sting: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

 

2-Point Evolutions

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

Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Poison (requires Summoner level 7th and the Bite or Sting evolution)

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.
    Rend (requires Summoner level 6th and the Claws evolution): 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.

Trip (requires the Bite evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Lava Affinity (requires Fire Elemental type and the Immunity(fire) evolution): 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.
Mistsight: 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.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Amorphous (requires Summon level 9th): The eidolon’s biology lacks discernible weak points. It is not subject to critical hits and sneak attacks.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

GENIE EVOLUTIONS

These evolutions can be taken by eidolons of the Genie subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

INEVITABLE EVOLUTIONS

These evolutions can be taken by eidolons of the Inevitable subtype.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Integrated Weaponry (requires the Limbs(arms) and Slam evolutions): One of the eidolon’s slam attacks takes the form of a light or one-handed melee weapon of the summoner’s choice. Alternatively, the summoner can choose a ranged projectile weapon that can be fired in one hand, such as a hand crossbow or a sling. 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, 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, any weapon he has integrated into his eidolon is immediately expelled from its body and returned to him in working condition.

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Laser Weaponry (requires the Integrated Weaponry evolution): The eidolon upgrades one of its integrated weapons to emit beams of intensely focused light waves that resolve as touch attacks (or ranged touch attacks if the integrated weapon is a ranged weapon) and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Plasma Weaponry (requires the Laser Weaponry evolution): The eidolon’s integrated weapon attacks with a fiery, superheated gas known as plasma. Whenever the eidolon attacks with an integrated weapon that it has upgraded with the laser weaponry evolution, it can choose to fire a blast of plasma instead of a laser. A plasma weapon’s attacks resolve as touch attacks, cannot fire through transparent barriers (such as glass), and are not hampered by clouds like lasers are. Half the damage dealt by a plasma weapon is fire damage, and half is electricity damage.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

KYTON EVOLUTIONS

These evolutions can be taken by eidolons of the Kyton subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

MEPHIT EVOLUTIONS

These evolutions can be taken by eidolons of the Mephit subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Jet (requires the Swim evolution): 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.
Keen Scent (requires the Gills, Scent, and Swim evolutions): 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.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

 

2-Point Evolutions

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

Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Poison (requires Summoner level 7th and the Bite or Sting evolution)

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.
Trip (requires the Bite evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Lava Affinity (requires Fire Elemental type and the Immunity(fire) evolution): 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.
Mistsight: 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.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Amorphous (requires Summon level 9th): The eidolon’s biology lacks discernible weak points. It is not subject to critical hits and sneak attacks.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

PROTEAN EVOLUTIONS

These evolutions can be taken by eidolons of the Protean subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

Tentacle: 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.

 

2-Point Evolutions

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

Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.   

Poison (requires Summon level 7th and the Bite or Sting evolution): 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.

  • Poisonous Blood (requires the Poison evolution): The eidolon’s blood and flesh are 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.
Trip (requires the Bite evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Alien Consciousness (requires Summoner level 9th): The eidolon’s mind is dangerously incomprehensible to mortals who contact it. Nonaberrations that read the eidolon’s mind or make mental contact with it take 1d4 points of Wisdom damage. This contact also includes communication via telepathy — an eidolon that has telepathic capability can 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.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.
Web (requires Summon level 7th and the Climb evolution): 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 hit 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. 

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

PSYCHOPOMP EVOLUTIONS

These evolutions can be taken by eidolons of the Psychopomp subtype.

 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Bite: 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.
Claws: 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.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.
Pinchers: 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 evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.
Sting: 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.
Tail: 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.

  • Tail Slap (requires the Tail evolution): 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.

 

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.
Gore: 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).

  • Powerful Charge (requires the Gore evolution): The eidolon can 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.

Rend (requires Summoner level 6th and the Claws evolution): 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.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Swallow Whole (requires Summoner level 9th and the Grab(bite) evolution): The eidolon gains the swallow whole ability, giving it the ability to consume its foes. 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).

Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

SHADOW EVOLUTIONS

These evolutions can be taken by eidolons of the Shadow subtype.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool.
Curse (requires Summoner level 4th): The eidolon can 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 mind-affecting effect.

 

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.
Phantom Mount (requires Summoner level 4th and the Biped base form): The eidolon can 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.
Unnatural Aura: 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.

 

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.
Blood Frenzy: The smell of blood whips the eidolon into a 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, 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 2 minutes. This ability is usable once per day. The eidolon can gain additional uses of this ability by spending 2 evolution points per additional use (to a maximum of five total uses per day).
Entrap (requires Summoner level 4th): The eidolon can restrict another creature’s movement using physical means such as ice, mud, lava, or webs as a standard action. 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.

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