Evolution List

1-Point Evolutions

Basic Magic (Sp): 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 once per day as a spell-like ability; at 4th, 8th, 12th, 16th, and 20th level the eidolon gains an additional use of that spell per day. 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 multiple times: each time the summoner selects this evolution, the eidolon learns a new spell from the above list.

Bite (Ex): An 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). By spending an additional evolution point the eidolon may add 1½ its Strength modifier to damage rolls.

Bleed (Ex): An eidolon gains the ability to inflict bleeding wounds. Select one type of attack. Attacks of that type deal bleed damage equal to their damage die, to a maximum of d8. 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.

Claws (Ex): An eidolon has a pair of vicious claws at the end 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 multiple times, but each time it applies to a new set of limbs; this evolution can only be applied to the limbs (legs) evolution once, however.

Climb (Ex): An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected multiple times; each additional time it is selected, increase the eidolon’s climb speed by 20 feet.

Flight (Ex): An eidolon gains the ability to fly, gaining a fly speed equal to its base speed. The eidolon’s maneuverability depends on its size: Medium or smaller eidolons have good maneuverability, while Large eidolons have average maneuverability and Huge eidolons have poor maneuverability (the Fly skill plays into mundane flight attempts and is affected by maneuverability and creature size). This evolution can be selected a maximum of 4 times; each additional time it is selected, increase the eidolon’s fly speed by 20 feet. The eidolon must have the wings evolution to take this evolution.

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

Hooves (Ex): An eidolon has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can be selected multiple times, but each time it applies to a new set of limbs; this evolution can only be applied to the limbs (legs) evolution once, however.

Improved Damage (Ex): One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once, but its effects do not stack: each time the summoner selects this evolution, it applies to a different natural attack. This evolution does not stack with the Improved Natural Attack feat.

Magic Attacks (Su): An 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. At 10th level, you may spend an additional evolution point to treat all of the eidolon’s weapons as if being aligned weapons of the eidolon’s alignment for the purpose of overcoming damage reduction.

Mount (Ex): An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be able to carry its rider to qualify for this evolution (normally this means that the eidolon must be at least one size category larger than its rider). This evolution is available to eidolons of the aquatic, quadruped, and serpentine base forms.

Pincers (Ex): An eidolon grows a large pincers at the end 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 pincers gain a +2 bonus on CMB checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. This evolution can be selected multiple times, but each time it applies to a new set of limbs (arms).

Pull (Ex): An 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 successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. This evolution can only be applied to natural attacks with the reach evolution. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, it applies to a different natural attack.

Push (Ex): An 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 successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, it applies to a different natural attack.

Reach (Ex): One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack: the eidolon’s reach with that attack increases by 5 feet. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, it applies to a different natural attack. If an attack is picked which covers multiple sources (such as a claw attack), this evolution only affects a single attack from the sources (meaning a single claw).

Resistance (Ex): An 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). Pick one energy type (acid, cold, electricity, fire, or sonic): the eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 6 levels the summoner possesses, to a maximum of 15 at 12th level. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, it applies to a different energy type.

Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining a +4 racial bonus on that skill. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, it applies to a different skill.

Slam (Ex): An 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. This evolution can be selected multiple times: each time the summoner selects this evolution, it applies to a new set of limbs (arms).

Slippery (Ex): Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains a +4 bonus to CMD to escape a grapple and on Escape Artist checks.

Sticky (Ex): 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.

Sting (Ex): An 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). The eidolon must possess the tail evolution to take this evolution. An eidolon cannot have both the sting and tail slap evolution on a single tail.

Swim (Ex): An eidolon gains webbed hands, 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 multiple times; each additional time it is selected, increase the eidolon’s swim speed by 20 feet.

Tail (Ex): An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, the eidolon grows an additional tail.

Tail Slap (Ex): An 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). The eidolon must possess the tail evolution to take this evolution. An eidolon cannot have both the sting and tail slap evolution on a single tail.

Tentacle (Ex): An 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 multiple times.

Unnatural Aura (Su): An eidolon is obviously of unnatural origin. Normal animals do not willingly approach the eidolon unless they are pushed to do so, requiring a DC 25 Handle Animal, Ride, or wild empathy check.

Weapon Training (Ex): An 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.

Wing Buffet (Ex): An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the wings evolution to take this evolution.

2-Point Evolutions

Ability Increase (Ex): An 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 multiple times, but can only be applied to an individual ability score once, plus 1 additional time at 6th level, 12th level, and 18th level.

Channel Resistance (Ex): An eidolon becomes less easily affected by the channel energy ability of clerics or paladins. The eidolon gains a +2 bonus on any saves that are made to resist the effects of channel energy, including effects that rely on the use of channel energy. At 7th level, this bonus can be increased to +4 by spending 1 additional evolution point. The eidolon must possess the undead appearance evolution to take this evolution.

Constrict (Ex): An 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 used by the grab evolution. This evolution is only available to eidolons with the tentacle evolution, grab evolution, and a Strength score of at least 18, or eidolons of the serpentine base form.

Energy Attacks (Su): An eidolon’s attacks become charged with energy. Pick one energy type (acid, cold, electricity, or fire): all of the eidolon’s natural attacks deal an additional 1d6 points of energy damage of the chosen type on a successful hit.

Enhanced Vision (Ex): The eidolon gains a wider vision spectrum. The eidolon gains low-light vision, enabling it to see twice as far as a human in conditions of dim light, and its darkvision extends 60 feet.

Gore (Ex): An 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).

Grab (Ex): An eidolon becomes adept at grappling foes, gaining the grab ability. Pick one of the following attacks (bite, claw, pincers, 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 only works on creatures smaller than the eidolon. Eidolons with this evolution receive a +4 bonus on CMB checks made to grapple.

Head (Ex): An 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 add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected multiple times.

Immunity (Su): An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type (acid, cold, electricity, fire, or sonic): the eidolon gains immunity to that energy type. This evolution can be selected multiple times, but its effects do not stack: each time the summoner selects this evolution, it applies to a different energy type. The eidolon must possess the resistance evolution in the energy type selected to take this evolution. The summoner must be at least 7th level before selecting this evolution.

Improved Natural Armor (Ex): An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its Natural Armor. You may further increase the eidolon’s Natural Armor by +2 at 6th, 12th, and 18th level by spending an additional evolution point.

Limbs (Ex): An 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 20 feet), or 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 a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected multiple times.

Minor Magic (Sp): 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 chaos, detect evil, detect good, detect law, 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, 13th, and 19th level, the eidolon gets an additional use of that spell 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. The eidolon must have a Charisma score of at least 11 to take this evolution. This evolution can be selected multiple times: each time the summoner selects this evolution, the eidolon learns a new spell from the above list. The summoner must be at least 4th level before selecting this evolution.

Poison (Ex): An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack: whenever the selected attack hits, the target is poisoned. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.

Eidolon poisontype poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save (the save DC is 10 + 1/2 the eidolon’s HD + the eidolon’s Constitution modifier).

Pounce (Ex): An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form.

Rake (Ex): An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the claws evolution to take this evolution. This evolution is only available to eidolons of the quadruped base form. This evolution counts as two natural attacks toward the eidolon’s maximum. The summoner must be at least 4th level before selecting this evolution.

See in Darkness (Su): An eidolon can see perfectly in darkness of any kind, including that created by deeper darkness. The eidolon must possess the enhanced vision evolution to take this evolution. The summoner must be at least 9th level before selecting this evolution.

Shadow Blend (Su): In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.

Sickening (Ex): 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. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Constitution modifier. Creatures that successfully save cannot be affected by the same eidolon’s sickening effect for 24 hours.

Trample (Ex): An 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 smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make 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 1½ times the eidolon’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty; if a target forgoes the attack of opportunity it can instead make a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Strength modifier. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense (Ex): An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. An eidolon with an evolution allowing flight cannot use this evolution while flying.

Trip (Ex): An eidolon becomes adept at knocking foes to the ground with its bite. Whenever the eidolon makes a successful bite attack, it can attempt a free combat maneuver check. If the check is successful, the target is knocked prone; if the check fails, the eidolon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite evolution to take this evolution.

Undead Appearance (Ex): An eidolon appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the eidolon, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as command undead, halt undead, and searing light) affect the eidolon as if it were undead. The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade). Although the eidolon appears undead, it is still an outsider.

Wings (Ex): The eidolon grows large wings, like those of a bat, bird, insect, dragon, or other creature. These wings grant the eidolon the glide ability, allowing it to attempt to reduce or negate damage incurred by a deliberate fall.

3-Point Evolutions

Alignment Smite (Su): The summoner chooses a single alignment component that opposes one of their own, which becomes the type of smite the eidolon can attempt. 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 good-aligned 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. True neutral summoners cannot select this evolution.

Blindsense (Ex): An eidolon’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution.

Burrow (Ex): An 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 dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. You may spend an additional point to add 10 feet to the eidolon’s burrow speed. The summoner must be at least 7th level before selecting this evolution.

Celestial Appearance (Ex): An eidolon appears as a celestial creature and manifests some of the abilities of a celestial. Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the eidolon as if it had that subtype. The eidolon gains a +2 bonus on saves against disease, petrification, poison, and electricity spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the evil descriptor. At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from evil creatures. At 12th level, by spending 2 additional evolution points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade). The summoner must be good-aligned to select this evolution.

Damage Reduction (Su): An eidolon’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful (the alignment must be opposite to one of the alignments possessed by the eidolon); the eidolon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. At 15th level, this protection can be increased to DR 10 by spending 3 additional evolution points. The summoner must be at least 9th level before selecting this evolution.

Fiendish Appearance (Ex): An eidolon appears as a fiendish creature and manifests some of the abilities of a fiend. Spells and effects that target creatures with the evil subtype or have specific effects against such creatures affect the eidolon as if it had that subtype. The eidolon gains a +2 bonus on saves against acid, disease, fire, and poison spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the good descriptor. At 7th level, by spending 2 additional evolution points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from good creatures. At 12th level, by spending 2 additional evolution points, this protection is increased to immunity to these attacks and the spell resistance is increased to 11 + its HD (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade). The summoner must be evil-aligned to select this evolution.

Frightful Presence (Ex): An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save or become shaken for 3d6 rounds. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the eidolon are immune to this effect. The summoner must be at least 11th level before selecting this evolution.

Lifesense (Su): An eidolon can pinpoint living creatures with ease. The eidolon notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The eidolon must possess the undead appearance evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Major Magic (Sp): 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, 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 and 18th level, the eidolon gets an additional use of that spell 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. The eidolon must have a Charisma score of at least 12 to take this evolution. This evolution can be selected multiple times: each time the summoner selects this evolution, the eidolon learns a new spell from the above list. The summoner must be at least 7th level before selecting this evolution.

No Breath (Ex): An eidolon no longer needs to breathe. 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. The summoner must be at least 11th level before selecting this evolution.

Rend (Ex): An 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 onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1½ times the eidolon’s Strength modifier, but the eidolon may rend no more than once per round. The eidolon must have the claws evolution to take this evolution. The summoner must be at least 6th level before selecting this evolution.

Sacrifice (Su): An eidolon can sacrifice its own health 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 the amount sacrificed.

Scent (Ex): An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range, and overwhelming scents at triple the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can note the direction of the scent’s source with a move action. The eidolon can pinpoint the creature’s location if it is within 5 feet of the creature. The eidolon can also use scent to track creatures; an eidolon with this evolution gains Survival as a class skill and a +8 bonus to the Perception skill regarding scent-based checks.

Shadow Form (Su): The eidolon’s body becomes shadowy and more indistinct. This shadow form grants the eidolon constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The eidolon’s melee attacks deal only half damage to corporeal creatures. The summoner must be at least 4th level before selecting this evolution.

Supernatural Flight (Su): The eidolon flies by means of magic, gaining a fly speed equal to its base speed. The eidolon’s fly speed can be increased by spending additional evolution points up to a maximum of 4 times; each additional time it is selected, increase the eidolon’s fly speed by 20 feet. This otherwise works as the fly spell.

Swallow Whole (Ex): An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon’s total hit points. The eidolon’s AC against these attacks is equal to 10 + 1/2 its Natural Armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon’s mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.

Web (Ex): An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size (for a Medium eidolon, this means 1 Medium, 2 Small, 4 Tiny, 8 Diminutive, or 32 Fine or smaller creatures). It can throw webbing once per day for every 3 HD the eidolon has, 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 an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is 10 + 1/2 the eidolon’s HD + the eidolon’s Constitution modifier. The webs have a Hardness of 0 and a number of hits points equal to the eidolon’s total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

4-Point Evolutions

Breath Weapon (Su): An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Pick one energy type (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 HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Constitution modifier. The eidolon can use this ability once per day; at 12th and 18th level the eidolon gains an additional use of this ability, but the eidolon must wait 1d4+1 rounds between breath weapon attacks. The summoner must be at least 9th level before selecting this evolution.

Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per day. The caster level for this ability 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. The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 10th level before selecting this evolution.

Fast Healing (Su): An eidolon’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 12th level before selecting this evolution.

Incorporeal Form (Sp): Once per day, as a swift action an eidolon can become incorporeal for 1 round per summoner level. While in this form, the eidolon gains the incorporeal subtype and incorporeal quality. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The summoner must be at least 15th level before selecting this evolution.

Spell Resistance (Ex): An eidolon is protected against magic, gaining spell resistance. The eidolon’s spell resistance is 11 + the eidolon’s HD. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.

Ultimate Magic (Sp): 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 and an additional time per day at level 16. 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. The eidolon must have a Charisma score of at least 13 to take this evolution. This evolution can be selected multiple times: each time the summoner selects this evolution, the eidolon learns a new spell from the above list. The summoner must be at least 10th level before selecting this evolution.

6-Point Evolutions

Blindsight (Ex): An eidolon’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Huge (Ex): An eidolon grows in size again, becoming Huge. The eidolon gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its Natural Armor. It takes a –4 penalty to its Dexterity. This size change also gives the eidolon a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). 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 eidolon must possess the large evolution to take this evolution. The summoner must be at least 16th level before selecting this option.

Note: The improved damage and ability increase evolutions cost twice as much (2 and 4 evolution points, respectively) when adding to the physical Ability scores of a Large or Huge eidolon.

10-Point Evolutions

Large (Ex): An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its Natural Armor. It takes a –2 penalty to its Dexterity. This size change also gives the eidolon a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the eidolon has the biped base form, it also gains a natural 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 13th level before selecting this evolution.

Note: The improved damage and ability increase evolutions cost twice as much (2 and 4 evolution points, respectively) when adding to the physical Ability scores of a Large or Huge eidolon.

Evolution List

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