EIDOLONS
An eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.
Table: Eidolon Base Statistics
Class Level: This is the character’s summoner level.
HD: This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the eidolon’s base attack bonus. An eidolon’s base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.
Good Saves and Poor Save: These are the eidolon’s base saving throw bonuses. An eidolon possesses two good saving throws and one poor saving throw, determined by the creature’s base form.
Skills: This lists the eidolon’s total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon gains a number of skill ranks equal to 6 + its Intelligence modifier per Hit Die). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature’s evolutions change when the summoner gains a new level.
The following skills are class skills for eidolons: Craft (Int), Influence (Cha), Knowledge (planes) (Int), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose four additional skills to be class skills for his eidolon. Note that eidolons with a fly speed gain Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to such changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.
Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.
Str/Dex Bonus: Add this modifier to the eidolon’s Strength and Dexterity scores, which are determined by its base form. Some options available through the eidolon’s evolution pool might modify these scores.
Evolution Pool: The value given in this column is the total number of points in the eidolon’s evolution pool. Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number of points in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set — the summoner can change them whenever he gains a level.
A list of all the evolutions can be found HERE.
Max. Attacks: This indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.
Special: This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.
-
Darkvision (Ex): The eidolon has darkvision with a range of 60 feet.
-
Link (Ex): A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
-
Share Spells (Ex): The summoner can cast a sphere ability with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast sphere abilities on his eidolon even if the abilities normally do not affect creatures of the eidolon’s type (outsider).
-
Evasion (Ex): If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
-
Ability Score Increase (Ex): The eidolon adds 1 to one of its ability scores.
-
Devotion (Ex): An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.
-
Multiattack: An eidolon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a -5 penalty. If the eidolon later gains three or more natural attacks, it loses this additional attack and instead gains Multiattack.
-
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it succeeds at its saving throw and only half damage if it fails.
BASE FORMS
Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon’s attacks add the eidolon’s Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-½ times the eidolon’s Strength modifier.
Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool.
Aberrant
Starting Statistics: Size Medium; Speed 20ft., swim 20ft.;
AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good);
Attack bite (1d6), tentacles (1d6);
Ability Scores Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11.
Aquatic
Starting Statistics: Size Medium; Speed 20ft., swim 20ft.;
AC +2 natural armor; Saves Fort (good), Ref (good), Will (poor);
Attack bite (1d6), tail slap (1d6);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Avian
Starting Statistics: Size Medium; Speed 30ft., fly 30ft. (good);
AC +2 natural armor; Saves Fort (poor), Ref (good), Will (good);
Attack 2 claws (1d4);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
Biped
Starting Statistics: Size Medium; Speed 30ft.;
AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good);
Attack 2 claws (1d4);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Horror
Starting Statistics: Size Medium; Speed 20ft.;
AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good);
Attack bite (1d6), 2 tentacles (1d4);
Ability Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11.
Quadruped
Starting Statistics: Size Medium; Speed 40ft.;
AC +2 natural armor; Saves Fort (good), Ref (good), Will (poor);
Attack bite (1d6);
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.
Serpentine
Starting Statistics: Size Medium; Speed 20ft., climb 20ft.;
AC +2 natural armor; Saves Fort (poor), Ref (good), Will (good);
Attack bite (1d6), tail slap (1d6);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
Eidolon Subtypes
The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon’s subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed. As a summoner gains levels, his eidolon gains specific evolutions based on its subtype. Each subtype entry below includes the following information.
Name: This is the name of the eidolon’s subtype. The eidolon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.
Description: This gives a basic overview of eidolons of this subtype, including general guidelines on appearance and personality.
Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.
Granted Sphere: The summoner gains this sphere via his Eldritch Pact ability.
Summon List: The summoner adds the creatures from this list to those he can normally summon through his summon monster ability.
Base Form: Eidolons of some subtypes are restricted in their choice of base form. Restrictions are spelled out here. The evolutions listed here are gained automatically, and do not cost points from the eidolon’s evolution pool.
Base Evolutions: This describes the base evolutions possessed by all eidolons of this subtype. Following the entry is a list of evolutions gained as the summoner gains levels; these evolutions are gained automatically, and do not cost points from the eidolon’s evolution pool. In some cases, eidolons of certain subtypes will gain abilities that are not evolutions. Unless otherwise noted, such abilities function as described in the Universal Monster Rules.
Aeon
Mysterious creatures claiming bondage to monad, or “the condition of all that represents the transcendental undersoul of all living beings”, aeons seek to maintain balance between all of reality’s diverse creations. Incapable of malice or compassion, aeons embody the duality of the positive and negative energy planes. Incapable of speech in the common sense, aeon eidolons guide their summoners towards equilibrium in their actions while guiding them towards goals that help stave off planar atrophy.
Alignment: Neutral
Granted Sphere: Fate
Summon List: Aeon
Base Form:
-
Biped (slam, limbs [arms], limbs [legs]), horror (bite, flight, slam)
-
Serpentine (bite, climb, improved damage [bite], tail, tail slap).
Base Evolutions:
-
Starting at 1st level, aeon eidolons gain the resistance (cold) evolution as well as a +4 bonus on saves against poison. In addition, they also gain the envisaging ability.
-
At 4th level, aeon eidolons gain electricity resistance 10 and fire resistance 10.
-
At 8th level, aeon eidolons lose the +4 bonus on saving throws against poison and gain immunity to poison instead. They also gain the extension of all aeon ability.
-
At 12th level, aeon eidolons gain the flight evolution (4 points, using magic).
-
At 16th level, aeon eidolons lose the resistance (cold) evolution and instead gain the immunity (cold) evolution. They also gain immunity to critical hits.
-
At 20th level, aeon eidolons can tamper with fate as an immediate action, forcing a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has been targeted by this ability, it cannot be the target of it again for 24 hours.
Agathion
Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.
Alignment: Neutral good.
Granted Sphere: Protection
Summon List: Agathion
Base Form:
-
Biped (claws, limbs [arms], limbs [legs])
-
Quadruped (limbs [legs, 2], bite).
Base Evolutions:
-
Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.
-
At 4th level, agathion eidolons gain cold resistance 10 and sonic resistance 10. At 8th level, agathion eidolons gain lay on hands as paladins with levels equal to their Hit Dice.
-
At 12th level, agathion eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability.
-
At 16th level, agathion eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the agathion’s speak with animals ability.
-
At 20th level, agathion eidolons gain detect thoughts as a spell-like ability at will and also increase their damage reduction to DR 10/evil.
Angel
Hailing from the higher planes, angel eidolons are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and bright eyes. Angel eidolons are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its minions.
Alignment: Any good.
Granted Sphere: Guardian or Protection
Summon List: Agathion or Archon
Base Form:
-
Biped (limbs [arms], limbs [legs], slam).
Base Evolutions:
-
At 1st level, angel eidolons gain the resistance (acid) and resistance (cold) evolutions. They also gain a +4 bonus on saving throws against poison.
-
At 4th level, angel eidolons gain electricity resistance 10 and fire resistance 10.
-
At 8th level, angel eidolons grow large, feathery wings, gaining the flight evolution.
-
At 12th level, angel eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability.
-
At 16th level, angel eidolons lose the resistance (acid) and resistance (cold) evolutions, and instead gain the immunity (acid) and immunity (cold) evolutions.
-
At 20th level, angel eidolons gain the protective aura ability.
Archon
Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals — including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.
Alignment: Lawful good.
Granted Sphere: Guardian
Summon List: Archon
Base Form:
-
Biped (limbs [arms], limbs [legs], slam).
Base Evolutions:
-
At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison.
-
At 4th level, archon eidolons add 1 point to their evolution pools.
-
At 8th level, archon eidolons gain the ability increase evolution, applied to an ability score the summoner chooses.
-
At 12th level, archon eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability.
-
At 16th level, archon eidolons lose the resistance (electricity) evolution and skilled (Intimidate) evolution, and instead gain the immunity (electricity) evolution. In addition, they gain the aura of menace ability.
-
At 20th level, archon eidolons gain the ability to use greater teleport at-will, as the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.
Azata
Embodiments of the untamable beauty and noble passion of Elysium, azata eidolons have wild and beautiful features. They often take graceful forms reminiscent of elves or fey, but they occasionally appear like lillends, with serpentine tails. Azata eidolons are flighty and independent, and they often have their own ideas about how to defeat evil or have a good time. Thus, an azata eidolon is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata eidolon in sync with its summoner is a passionate and devoted companion.
Alignment: Chaotic good.
Granted Sphere: Creation
Summon List: Azata
Base Form:
-
Biped (limbs [arms], limbs [legs])
Serpentine (limbs [arms], tail, tail slap).
Base Evolutions:
-
At 1st level, azata eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).
-
At 4th level, azata eidolons gain cold resistance 10 and fire resistance 10.
-
At 8th level, azata eidolons grow large, feathery wings, gaining the flight evolution.
-
At 12th level, azata eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability.
-
At 16th level, azata eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the ability increase evolution, applied to an ability score of the summoner’s choice.
-
At 20th level, an azata eidolon gains the ability to switch between its normal form and an energy form as a standard action. In its energy form, an azata eidolon is incorporeal and doubles its fly speed, but it can’t make natural or manufactured weapon attacks; it can, however, activate any spell-like ability evolutions it possesses.
Daemon
The agents of horrible deaths, daemon eidolons desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and daemon eidolons sometimes represent a more obscure kind of death than the most famous daemons. Daemon eidolons wish to sow death and misery through a variety of means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer’s career, so following along with a summoner gives a daemon eidolon many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.
Alignment: Neutral evil.
Granted Sphere: Destruction
Summon List: Daemon
Base Form:
-
Aberrant (bite, tentacle mass),
-
Biped (claws, limbs [arms], limbs [legs]),
-
Quadruped (limbs [legs, 2], bite),
-
Serpentine (bite, reach [bite], reach [sting], sting, tail).
Base Evolutions:
-
Starting at 1st level, daemon eidolons gain the resistance (acid) evolution as well as a +4 bonus on saving throws against death effects, disease, and poison.
-
At 4th level, daemon eidolons gain cold resistance 10, electricity resistance 10, and fire resistance 10.
-
At 8th level, daemon eidolons add 1 point to their evolution pools.
-
At 12th level, daemon eidolons gain DR 5/good. They also gain immunity to death effects, disease, and poison.
-
At 16th level, daemon eidolons lose the resistance (acid) evolution, and instead gain the immunity (acid) evolution. They also gain telepathy.
-
At 20th level, as a standard action, a daemon eidolon can devour a portion of the soul of a dying creature or a creature that died no earlier than 1 round ago. This kills the creature and provides the daemon eidolon a profane bonus on attack rolls, saving throws, and skill checks for 24 hours. The bonus is equal to +1 per 5 Hit Dice the slain creature possessed. A creature whose soul was devoured in this way requires resurrection or more powerful magic to return from the dead.
Deepwater
The vast, lightless reaches of the sea are home to creatures of unimaginable power with connections to dangerous planes. A few rare summoners attempt to conjure forth eidolons from these cold, alien depths, drawing forth utterly inhuman allies with squirming tentacles and gnashing beaks. Although these eidolons may superficially resemble primeval beasts such as aboleths, krakens, or monstrous squids or eels — if they resemble any previously encountered deep-sea life-form at all — they are outsiders like any other eidolon for the purposes of spells and effects that affect them.
Alignment: Chaotic evil, chaotic neutral, neutral, or neutral evil.
Granted Sphere: Athletics(swim)
Summon List: Aquatic
Base Form:
-
Serpentine (bite, grab [tail slap], reach [tail slap], tail, tail slap).
Base Evolutions:
-
Starting at 1st level, deepwater eidolons gain the gills, resistance (cold), and swim evolutions.
-
At 4th level, deepwater eidolons gain the jet ability at a speed of 200 feet and increase the range of their darkvision to 120 feet.
-
At 8th level, deepwater eidolons gain the poison evolution for all tail slap and tentacle attacks, although the poison can be used only once per round. The summoner can spend 2 evolution points to make this poison deal Constitution damage instead of Strength damage, as normal for the poison evolution.
-
At 12th level, deepwater eidolons gain DR 5/magic. They also gain the rend evolution for tentacle attacks rather than claw attacks.
-
At 16th level, deepwater eidolons lose the resistance (cold) evolution and instead gain the immunity (cold) evolution.
-
At 20th level, deepwater eidolons gain constant freedom of movement and fast healing 5.
Demon
Raw destruction given material substance, demon eidolons form out of the Abyss’s stew of soul energy, leading some scholars to speculate that the summoner’s arts are related to the magical tampering that gave rise to the first demons. Demon eidolons revel in causing destruction and inflicting suffering, and they will do so for their summoners without question, taking pleasure in whatever havoc they can create. For a demon eidolon, the means justify the ends.
Alignment: Chaotic evil.
Granted Sphere: Destruction
Summon List: Demon
Base Form:
-
Aberrant (bite, tentacle mass),
-
Biped (claws, limbs [arms], limbs [legs]),
-
Quadruped (limbs [legs, 2], bite),
-
Serpentine (bite, improved damage [bite], reach [bite], tail, tail slap).
Base Evolutions:
-
Starting at 1st level, demon eidolons gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against poison.
-
At 4th level, demon eidolons gain acid resistance 10 and cold resistance 10.
-
At 8th level, demon eidolons lose the +4 bonus on saving throws against poison and gain immunity to poison. They also add 1 point to their evolution pools.
-
At 12th level, demon eidolons gain DR 5/good. They also gain the ability increase evolution in an ability score of the summoner’s choice.
-
At 16th level, demon eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain telepathy.
-
At 20th level, demon eidolons gain true seeing as a constant spell-like ability.
Devil
Corruptors, tempters, and despoilers, devil eidolons often serve their summoners obediently and efficiently, all in a long-term attempt to damn the summoner’s soul to the deepest depths of Hell. While some types of devils have truly unusual forms, devil eidolons have found that the more traditional bipedal form allows them to build up a strong rapport with their summoners — and consequently to corrupt them — more easily than if they possessed a more monstrous appearance.
Alignment: Lawful evil.
Granted Sphere: Mind
Summon List: Devil
Base Form:
-
Biped (claws, limbs [arms], limbs [legs]).
Base Evolutions:
-
Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Bluff ) evolution. They also gain a +4 bonus on saving throws against poison.
-
At 4th level, devil eidolons gain acid resistance 10 and cold resistance 10.
-
At 8th level, devil eidolons gain the skilled (Diplomacy) evolution and gain immunity to poison.
-
At 12th level, devil eidolons gain DR 5/good. They also gain see in darkness.
-
At 16th level, devil eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.
-
At 20th level, devil eidolons gain regeneration 5 (good weapons, good spells). They are still banished to Hell as normal for eidolons if they take enough damage.
Div
Formed of hatred and spite, div eidolons seek to despoil and ruin all things beautiful and joyous. Div eidolons particularly resent having mortal masters, and seek to doom their summoners to existences full of suffering and loss. Each div eidolon has a unique compulsion it must follow— usually something similar to the doru’s obsession with secrets — that leads it to bargain its loyalty for something the summoner provides. The div’s summoner uses his eidolon’s compulsion to entrap and control the eidolon. Still, div eidolons never fully give in, and continue to plot ways they might corrupt that which their masters hold dearest.
Alignment: Neutral evil.
Granted Sphere: Destruction
Summon List: Div/Genie
Base Form:
-
Biped (claws, limbs [arms], limbs [legs]).
Base Evolutions:
-
Starting at 1st level, div eidolons gain the resistance (fire) evolution. They also gain a +4 bonus on saving throws against poison.
-
At 4th level, div eidolons gain acid resistance 10 and electricity resistance 10.
-
At 8th level, div eidolons add 1 point to their evolution pools and immunity to poison.
-
At 12th level, div eidolons gain DR 5/good. They also gain see in darkness.
-
At 16th level, div eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.
-
At 20th level, div eidolons gain the ability to use greater teleport at-will, as per the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.
Elemental
Pulled in from one of the four elemental planes, these eidolons are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental eidolon appears as a creature made entirely of one element, but there is some variation. Elemental eidolons are decidedly moderate in their views and actions. They tend to avoid the conflicts of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.
Alignment: Neutral.
Granted Sphere: Nature(earth, fire, or water) or Telekinesis
Summon List: Elemental
Base Form:
-
Aberrant (bite, tentacle mass),
-
Biped (limbs [arms], limbs [legs], slam),
-
Quadruped (limbs [legs, 2], bite),
-
Serpentine (bite, improved natural armor, reach [bite], tail, tail slap).
Base Evolutions:
The base evolutions of an elemental eidolon depend entirely on its chosen element. When first summoning an elemental eidolon, the summoner must select air, earth, fire, or water. Once made, this choice cannot be changed. The eidolon gains the following evolutions and abilities, which can vary depending on its element.
-
At 1st level, all elemental eidolons gain immunity to paralysis and sleep. In addition, air elemental eidolons gain the immunity (electricity) evolution. Earth elemental eidolons gain the immunity (acid) evolution. Fire elemental eidolons gain the immunity (f ire) evolution. Water elemental eidolons gain the immunity (cold) evolution.
-
At 4th level, all elemental eidolons add 1 point to their evolution pools.
-
At 8th level, air elemental eidolons gain the flight evolution (using magic) with a speed equal to their base speed. Earth elemental eidolons gain the burrow evolution. Fire elemental eidolons increase their base speed by 20 feet. Water elemental eidolons gain the swim evolution twice, gaining a swim speed equal to their base speed + 20 feet. They also gain the gills evolution, which allows them to breathe underwater.
-
At 12th level, all elemental eidolons gain immunity to bleed, poison, and stun. In addition, they can no longer be flanked.
-
At 16th level, all elemental eidolons gain immunity to critical hits and do not take additional damage from precision-based attacks, such as sneak attack.
-
At 20th level, an air elemental eidolon gains the whirlwind ability, with a maximum height of 15 feet (30 feet for a Large air elemental) and dealing 1d6 points of damage (1d8 for a Large air elemental). Earth elemental eidolons gain the earth mastery ability and DR 5/—. Fire elemental eidolons gain the energy attacks (fire) evolution and the burn ability. Water elemental eidolons gain the drench and vortex abilities. The vortex ability works as the air elemental eidolon’s whirlwind ability (except as noted in the vortex ability’s description).
Genie
The nobility of the Elemental Planes, genies are diverse creatures that have developed unique abilities and cultures based upon their native planes. Proud to a fault, a genie can be begrudgingly persuaded into servitude. Ultimately, genie eidolons react differently to their summoner based upon their alignment.
Alignment: Chaotic Good (djinni), Chaotic Neutral (marid), Lawful Evil (efreeti), Lawful Neutral (shaitan), Neutral (janni).
Granted Sphere: Nature(earth) (shaitan), Nature(fire) (efreeti), Nature(water) (marid), Telekinesis (djinni), or summoner’s choice of the above (janni)
Summon List: Div/Genie
Base Form:
-
Biped (limbs [arms], limbs [legs], slam).
Base Evolutions:
-
At 1st level, genie eidolons gain the weapon training evolution. In addition, djinni eidolons gain the air subtype and the immunity (acid) evolution. Efreeti eidolons gain the fire subtype, vulnerability to cold damage, and the ability to cast produce flame as a spell-like ability at-will, using their Hit Dice as the spell’s caster level. Janni eidolons gain the resistance (fire) evolution, and the ability to cast any combination of enlarge person or reduce person as a spell-like ability three times per day, using their Hit Dice as the spell’s caster level. Marid eidolons gain the water subtype and the swim evolution with 2 evolution points spent. Shaitan eidolons gain the earth subtype and the immunity (electricity) evolution.
-
At 4th level, genie eidolons gain a second slam attack, even if they don’t possess the required number of arms evolutions.
-
At 8th level, djinni eidolons gain the flight evolution with 4 evolution points spent. Efreeti eidolons gain the energy attacks (fire) evolution and fire damage caused by this evolution ignores an amount of fire resistance equal to the eidolon’s Hit Dice. Janni eidolons gain the ability to cast invisibility (self only) as a spell-like ability three times per day. Marid eidolons lose the swim evolution and instead gain the swim evolution with 4 evolution points spent. They also gain the gills evolution. Shaitan eidolons gain the burrow and climb evolutions.
-
At 12th level, genie eidolons gain the large evolution.
-
At 16th level, genie eidolons gain the ability to cast plane shift as a spell-like ability three times per day, using their Hit Dice as the spell’s caster level. They can only target willing creatures with this spell-like ability, and it is limited to the following destinations: any elemental plane, the Astral Plane, or the Material Plane. In addition, they also gain telepathy (100 ft.).
-
At 20th level, genie eidolons gain the ability to cast limited wish once per day as a spell-like ability. They can only use this ability to grant the wishes of their summoner. When using this spell-like ability to replicate a spell with a material component, that material component must be provided.
Inevitable
Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues.
Alignment: Lawful neutral.
Granted Sphere: Fate
Summon List: Inevitable
Base Form:
-
Biped (limbs [arms], limbs [legs], slam).
Base Evolutions:
-
At 1st level, inevitable eidolons count as both constructs and outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.
-
At 4th level, inevitable eidolons gain a +4 bonus on saving throws against mind-affecting effects and immunity to nonlethal damage, fatigue, and exhaustion.
-
At 8th level, inevitable eidolons gain immunity to death effects, disease, and poison.
-
At 12th level, inevitable eidolons gain DR 5/chaotic. They also gain immunity to sleep, as well as the truespeech ability.
-
At 16th level, inevitable eidolons lose the +4 bonus on saving throws against necromancy effects and gain immunity to ability damage, ability drain, energy drain, and necromancy effects.
-
At 20th level, inevitable eidolons gain immunity to paralysis, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects).
Kyton
Kytons are a race of lawful evil outsiders native to the Plane of Shadow who feed on fear and pain. Unlike other outsider races, kyton possess few gradiose goals for the multiverse and its inhabitants; they strive solely for self-perfection, and do so by vivisecting body parts off of other creatures and incorporating them into themselves. As a result, kytons eidolons find themselves most useful to the sickest, most depraved summoners for whom pain and violence are bonuses, rather than necessities.
Alignment: Lawful Evil.
Granted Sphere: Dark
Summon List: Shadow
Base Form:
-
Avian (bite, claws, flight, limbs [legs]),
-
Biped [bite, claws, limbs [arms], limbs [legs],
-
Horror (claws [2], limbs [arms, 2]).
Base Evolutions:
-
At 1st level, kyton eidolons gain the resistance (cold) evolution. They also gain a +4 armor bonus to their AC as their hide becomes wrapped in chains, covered by scarred calluses, or evolves some other equally horrific defense.
-
At 4th level, kyton eidolons gain the unnerving gaze ability. A kyton eidolon’s unnerving gaze causes one of the following effects, chosen when the evolution is gained: shaken for 2d4 rounds, sickened for 1d6 rounds, or staggered for 1d3 rounds. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day. This ability is a mind-affecting fear effect. Whenever the summoner changes the kyton eidolon’s evolutions, he can also change the condition inflicted by its unnerving gaze ability.
-
At 8th level, kyton eidolons gain Improved Critical as a bonus feat, ignoring its prerequisites. Whenever the summoner changes the kyton eidolon’s evolutions, he can also change which natural attack that this feat is assigned to.
-
At 12th level, kyton eidolons gain DR 5/good and silver. They lose the resistance (cold) evolution and gain the immunity (cold) evolution.
-
At 16th level, kyton eidolons gain regeneration 5 (good spells, good weapons, or silver weapons). They are still banished to the Shadow Plane as normal for eidolons if they take enough damage.
-
At 20th level, kyton eidolons gain an improved version of the unnerving gaze ability. They can target a creature with uncanny gaze as often as they please each day, and creatures that fail their Will save against unnerving gaze take a –4 penalty on attack rolls against the kyton eidolon for the condition’s duration and for 2d4 minutes after it ends. Additionally, the conditions caused by a kyton eidolon’s unnerving gaze can stack in severity as follows: shaken to frightened, sickened to nauseated, and staggered to paralyzed.
Mephit
Devoted servants of the elemental lords, mephits are childlike and mischievous creatures wholly comprised of one or more of the classical elements. The summoner of a mephit eidolon must often work to curb and control his eidolon’s whimsical and carefree nature, and as a result the bond between a summoner and a mephit eidolon resembles that of a parent and child.
Alignment: Neutral.
Granted Sphere: Nature(earth, fire, or water) or Telekinesis
Summon List: Elemental
Base Form:
-
Biped (claws, flight, limbs [arms], limbs [legs], small).
Base Evolutions:
-
At 1st level, mephit eidolons gain one elemental subtype (air, earth, fire, or water) and become mephits of the chosen element, granting it additional evolutions. Mephits with the air subtype gain the immunity (electricity) evolution. Mephits with the earth subtype gain the immunity (acid) evolution. Mephits with the fire subtype gain the immunity (fire) evolution. Mephits with the water subtype gain the immunity (cold) evolution.
-
At 4th level, mephit eidolons gain the flight evolution. They also gain the breath weapon evolution, which deals damage of the same type as their immunity base evolution from 1st level.
-
At 8th level, mephit eidolons can choose a second elemental subtype, gaining the benefits of both their subtypes as described. In addition, each time such a mephit eidolon uses its breath weapon, it chooses which of its two available elements for its breath weapon to deal its damage as. Alternatively, it can have its breath weapon deal half of its damage as the first energy type and the rest as the second energy type. Instead of choosing a second element, a mephit eidolon may choose to focus its elemental powers upon its original element instead, granting it the ability to cast a special ray attack as a spell-like ability. This ray attack as a 30-foot range and deals damage equal to the mephit’s breath weapon. Whenever the summoner changes the mephit eidolon’s evolutions, he can also change his eidolon’s secondary element (including whether it focuses on its original element or expands into a secondary element).
-
At 12th level, mephit eidolons gain DR 5/magic. They also increase the number of types per day that they can use their breath weapon evolution by 1, up to a maximum of 4 per day.
-
At 16th level, mephit eidolons increase the area affected by their breath weapon. If the breath weapon is a cone, its area improves to 60 feet. If the breath weapon is a line, its area improves to 120 feet.
-
At 20th level, mephits gain the fast healing evolution. Their total fast healing increases by 4 whenever the mephit is within an area of elemental activity that matches one of its subtypes; for example, an air mephit would gain this ability while within the area of a thunderstorm while a fire mephit would gain this ability while near an area saturated with lava.
Protean
Serpentine beings of pure chaos, proteans seek to reshape reality. Protean eidolons appreciate creative summoners who often rebuild their forms and make liberal use of the transmogrify spell. Beyond that, protean eidolons are happy to work with their summoners for any purpose, though they are quick to remind their summoners that while they have a mutually beneficial relationship, they are not servants.
Alignment: Chaotic neutral.
Granted Sphere: Alteration
Summon List: Protean
Base Form:
-
Serpentine (bite, grab [tail slap], t ail, tail slap).
Base Evolutions:
-
At 1st level, protean eidolons gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner’s choice. Whenever the summoner changes the protean eidolon’s evolutions, he can also change the attack type for grab.
-
At 4th level, protean eidolons gain electricity resistance 10 and sonic resistance 10.
-
At 8th level, protean eidolons gain the constrict evolution.
-
At 12th level, protean eidolons gain DR 5/lawful. They also gain the blindsense evolution and the ability to fly without wings with perfect maneuverability, as the flight evolution with 4 points spent.
-
At 16th level, protean eidolons lose the resistance (acid) evolution and instead gain the immunity (acid) evolution. They also gain the amorphous anatomy ability.
-
At 20th level, protean eidolons gain constant freedom of movement and the protean version of the change shape (greater polymorph) ability.
Psychopomp
Stewards, chroniclers, and guides of all things that die, psychopomps make dispassionate yet loyal eidolons. When they deal with the world of mortals, psychopomp eidolons nearly always wear masks. They do not tolerate summoners who traffic with daemons, undead, and other entities that interfere with the transmigration of souls, but otherwise they are comfortable with most actions on the summoner’s part. When the summoner dies, a psychopomp eidolon personally escorts him to the afterlife and serves as an expert witness when it is time for him to be judged.
Alignment: Neutral.
Granted Sphere: Fate
Summon List: Aeon
Base Form:
-
Biped (limbs [arms], limbs [legs], slam),
-
Quadruped (bite, limbs [legs, 2]),
-
Serpentine (bite, pull [bite], reach [bite], tail, tail slap).
Base Evolutions:
-
Starting at 1st level, psychopomp eidolons gain immunity to death effects, disease, and poison.
-
At 4th level, psychopomp eidolons gain cold resistance 10 and electricity resistance 10.
-
At 8th level, psychopomp eidolons gain the spirit touch ability and add 1 point to their evolution pools.
-
At 12th level, psychopomp eidolons gain DR 5/adamantine. They also gain the spiritsense ability.
-
At 16th level, psychopomp eidolons gain the ability increase evolution, applied to an ability score of the summoner’s choice. They also gain the ability to cast invisibility (self only) as a spell-like ability at will.
-
At 20th level, psychopomp eidolons increase their damage reduction to 10/adamantine and gain the immunity (cold) and immunity (electricity) evolutions.
Shadow
Summoned from the dreary shadowscapes of the Shadow Plane, shadow eidolons are grim, colorless mockeries of creatures that inhabit the Material Plane. Shadow eidolons resent being pulled into the unbearable brightness of the Material Plane. Despite this, shadow eidolons serve their summoners with somberness, acknowledging that shadow cannot exist without light.
Alignment: Any nongood.
Granted Sphere: Dark
Summon List: Shadow
Base Form:
-
Biped (claws, limbs [arms], limbs [legs]),
-
Quadruped (limbs [legs, 2], bite),
-
Serpentine (bite, improved natural armor, reach [bite], tail, tail slap).
Base Evolutions:
-
At 1st level, shadow eidolons gain the resistance (cold) and resistance (electricity) evolutions. They also gain the ability to cast darkness as a spell-like ability three times per day. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice.
-
At 4th level, shadow eidolons effortlessly blend into the shadows, giving them concealment (20% miss chance) in any illumination other than bright light. In dim light or darkness, shadow eidolons have a 50% miss chance instead of the normal 20% miss chance; this doesn’t grant the eidolons total concealment. A shadow eidolon can suspend or resume this ability as a free action.
-
At 8th level, shadow eidolons gain DR 5/magic and increase the range of their darkvision to 90 feet. In addition, they add 1 point to their evolution pools.
-
At 12th level, shadow eidolons lose the ability to cast darkness as a spell-like ability and instead gain the ability to cast deeper darkness as a spell-like ability three times per day. In addition, they gain the see in darkness universal monster ability.
-
At 16th level, shadow eidolons’ damage reduction increases to DR 10/magic and they gain the spell resistance evolution.
-
At 20th level, shadow eidolons increase the range of their darkvision to 120 feet and gain the ability to cast shadow step as a spell-like ability at will. Three times per day, a shadow eidolon can quicken this spell-like ability, functioning as the Quicken Spell-Like Ability feat.