Summoner (Unchained) › Greater Aspect
Improved Evasion (Ex)
Source: Pathfinder Unchained, p. 29
When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it succeeds at its saving throw and only half damage if it fails.
Eidolon Skills The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose four additional skills to be class skills for his eidolon. Note that eidolons with a fly speed gain Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Eidolon Subtypes The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon’s subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed.
As a summoner gains levels, his eidolon gains specific evolutions based on its subtype. Each subtype entry below includes the following information.
Name: This is the name of the eidolon’s subtype. The eidolon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.
Description: This gives a basic overview of eidolons of this subtype, including general guidelines on appearance and personality.
Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.
Base Form: 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. (See page 34.) 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 section beginning on page 297 of the Pathfinder RPG Bestiary. (See page 34.) Agathion Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.
Alignment: Neutral good.
Base Form: Biped (claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite).
Base Evolutions: Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification. At 4th level, agathion eidolons gain cold resistance 10 and sonic resistance 10.
At 8th level, agathion eidolons gain lay on hands as paladins with levels equal to their Hit Dice.
At 12th level, agathion eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the agathion subtype on page 306 of Pathfinder RPG Bestiary 2).
At 16th level, agathion eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the agathion’s speak with animals ability (see the agathion subtype on page 306 of Bestiary 2).
At 20th level, agathion eidolons gain detect thoughts as a spell-like ability at will and also increase their damage reduction to DR 10/evil.
Angel Hailing from the higher planes, angel eidolons are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and bright eyes. Angel eidolons are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its minions. Alignment: Any good.
Base Form: Biped (limbs [arms], limbs [legs], slam). Base Evolutions: At 1st level, angel eidolons gain the resistance (acid) and resistance (cold) evolutions. They also gain a +4 bonus on saving throws against poison.
At 4th level, angel eidolons gain electricity resistance 10 and fire resistance 10.
At 8th level, angel eidolons grow large, feathery wings, gaining the flight evolution.
At 12th level, angel eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the angel subtype on page 310 of the Bestiary). At 16th level, angel eidolons lose the resistance (acid) and resistance (cold) evolutions, and instead gain the immunity (acid) and immunity (cold) evolutions.
At 20th level, angel eidolons gain the protective aura ability (see the angel subtype on page 310 of the Bestiary). Archon Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals—including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.
Alignment: Lawful good.
Base Form: Biped (limbs [arms], limbs [legs], slam). Base Evolutions: At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison.
At 4th level, archon eidolons add 1 point to their evolution pools.
At 8th level, archon eidolons gain the ability increase evolution, applied to an ability score the summoner chooses. At 12th level, archon eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the archon subtype on page 310 of the Bestiary). At 16th level, archon eidolons lose the resistance (electricity) evolution and skilled (Intimidate) evolution, and instead gain the immunity (electricity) evolution. In addition, they gain the aura of menace ability (see the archon subtype on page 310 of the Bestiary).
At 20th level, archon eidolons gain the ability to use greater teleport at will, as the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.
Azata Embodiments of the untamable beauty and noble passion of Elysium, azata eidolons have wild and beautiful features. They often take graceful forms reminiscent of elves or fey, but they occasionally appear like lillends, with serpentine tails. Azata eidolons are flighty and independent, and they often have their own ideas about how to defeat evil or have a good time. Thus, an azata eidolon is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata eidolon in sync with its summoner is a passionate and devoted companion. Alignment: Chaotic good.
Base Form: Biped (limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, tail slap).
Base Evolutions: At 1st level, azata eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons). At 4th level, azata eidolons gain cold resistance 10 and fire resistance 10.
At 8th level, azata eidolons grow large, feathery wings, gaining the flight evolution.
At 12th level, azata eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the azata subtype on page 311 of the Bestiary). 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.
Classes 1 Daemon The agents of horrible deaths, daemon eidolons desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and daemon eidolons sometimes represent a more obscure kind of death than the most famous daemons. Daemon eidolons wish to sow death and misery through a variety of means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer’s career, so following along with a summoner gives a daemon eidolon many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.
Alignment: Neutral evil.
Base Form: Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, reach [bite], reach [sting], sting, tail).
Base Evolutions: Starting at 1st level, daemon eidolons gain the resistance (acid) evolution as well as a +4 bonus on saving throws against death effects, disease, and poison. At 4th level, daemon eidolons gain cold resistance 10, electricity resistance 10, and fire resistance 10.
At 8th level, daemon eidolons add 1 point to their evolution pools.
At 12th level, daemon eidolons gain DR 5/good. They also gain immunity to death effects, disease, and poison. At 16th level, daemon eidolons lose the resistance (acid) evolution, and instead gain the immunity (acid) evolution. They also gain telepathy (Bestiary 305).
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.
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 inf licting suffering, and they will do so for their summoners without question, taking pleasure in whatever havoc they can create. For a demon eidolon, the means justify the ends.
Alignment: Chaotic evil.
Base Form: Biped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved damage [bite], reach [bite], tail, tail slap). Base Evolutions: Starting at 1st level, demon eidolons gain the resistance (electricity) and resistance (fire) evolutions as well as a +4 bonus on saving throws against poison. At 4th level, demon eidolons gain acid resistance 10 and cold resistance 10.
Table 1–6: Eidolon Base Statistics Class Good Poor Armor Str/Dex Evolution Max.
Level HD BAB Saves Save Skills Feats Bonus Bonus Pool Attacks Special 1st +1 +2 +0 +0 +0 Darkvision, link, share spells 2nd +2 +3 +0 +2 +1 Evasion 3rd +3 +3 +1 +2 +1 — 4th +3 +3 +1 +2 +1 — 5th +4 +4 +1 +4 +2 Ability score increase 6th +5 +4 +1 +4 +2 Devotion 7th +6 +5 +2 +6 +3 — 8th +6 +5 +2 +6 +3 — 9th +7 +5 +2 +6 +3 Multiattack 10th +8 +6 +2 +8 +4 Ability score increase 11th +9 +6 +3 +8 +4 — 12th +9 +6 +3 +10 +5 — 13th +10 +7 +3 +10 +5 — 14th +11 +7 +3 +10 +5 Improved evasion 15th +12 +8 +4 +12 +6 Ability score increase 16th +12 +8 +4 +12 +6 — 17th +13 +8 +4 +14 +7 — 18th +14 +9 +4 +14 +7 — 19th +15 +9 +5 +14 +7 — 20th +15 +9 +5 +16 +8 — 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 (Bestiary 305). At 20th level, demon eidolons gain true seeing as a constant spell-like ability.
Devil Corruptors, tempters, and despoilers, devil eidolons often serve their summoners obediently and efficiently, all in a long-term attempt to damn the summoner’s soul to the deepest depths of Hell. While some types of devils have truly unusual forms, devil eidolons have found that the more traditional bipedal form allows them to build up a strong rapport with their summoners—and consequently to corrupt them—more easily than if they possessed a more monstrous appearance.
Alignment: Lawful evil.
Base Form: Biped (claws, limbs [arms], limbs [legs]). Base Evolutions: Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Bluff) evolution. They also gain a +4 bonus on saving throws against poison.
At 4th level, devil eidolons gain acid resistance 10 and cold resistance 10.
At 8th level, devil eidolons gain the skilled (Diplomacy) evolution and gain immunity to poison.
At 12th level, devil eidolons gain DR 5/good. They also gain see in darkness (see the devil subtype on page 311 of the Bestiary).
At 16th level, devil eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy (Bestiary 305).
At 20th level, devil eidolons gain regeneration 5 (good weapons, good spells). They are still banished to Hell as normal for eidolons if they take enough damage.
Div Formed of hatred and spite, div eidolons seek to despoil and ruin all things beautiful and joyous. Div eidolons particularly resent having mortal masters, and seek to doom their summoners to existences full of suffering and loss. Each div eidolon has a unique compulsion it must follow—usually something similar to the doru’s obsession with secrets—that leads it to bargain its loyalty for something the summoner provides. The div’s summoner uses his eidolon’s compulsion to entrap and control the eidolon. Still, div eidolons never fully give in, and continue to plot ways they might corrupt that which their masters hold dearest.
Alignment: Neutral evil.
Base Form: Biped (claws, limbs [arms], limbs [legs]). Base Evolutions: Starting at 1st level, div eidolons gain the resistance (fire) evolution. They also gain a +4 bonus on saving throws against poison.
At 4th level, div eidolons gain acid resistance 10 and electricity resistance 10.
At 8th level, div eidolons add 1 point to their evolution pools and immunity to poison.
At 12th level, div eidolons gain DR 5/good. They also gain see in darkness (see the div subtype on page 305 of Pathfinder RPG Bestiary 3).
At 16th level, div eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy (Bestiary 305). Classes 1 At 20th level, div eidolons gain the ability to use greater teleport at will, as per the spell (caster level 14th), except they can teleport only themselves and up to 50 pounds of carried objects.
Elemental Pulled in from one of the four elemental planes, these eidolons are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental eidolon appears as a creature made entirely of one element, but there is some variation. Elemental eidolons are decidedly moderate in their views and actions. They tend to avoid the conflicts of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.
Alignment: Neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved natural armor, reach [bite], tail, tail slap). Base Evolutions: The base evolutions of an elemental eidolon depend entirely on its chosen element. When first summoning an elemental eidolon, the summoner must select air, earth, fire, or water. Once made, this choice cannot be changed. The eidolon gains the following evolutions and abilities, which can vary depending on its element. At 1st level, all elemental eidolons gain immunity to paralysis and sleep. In addition, air elemental eidolons gain the immunity (electricity) evolution. Earth elemental eidolons gain the immunity (acid) evolution. Fire elemental eidolons gain the immunity (fire) evolution. Water elemental eidolons gain the immunity (cold) evolution. At 4th level, all elemental eidolons add 1 point to their evolution pools.
At 8th level, air elemental eidolons gain the f light 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 (Bestiary 306), 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 (Bestiary 122) and DR 5/—. Fire elemental eidolons gain the energy attacks (fire) evolution and the burn ability (Bestiary 298). Water elemental eidolons gain the drench and vortex abilities (Bestiary 126). The vortex ability works as the air elemental eidolon’s whirlwind ability (except as noted in the vortex ability’s description).
Inevitable Implacable and ceaseless in their fight against chaos and those who break natural laws, inevitables make loyal, if literal-minded, companions for lawful summoners. Summoners of inevitables generally get along well with axiomites, who share their understanding of the process of forging and modifying an inevitable. Inevitable eidolons appear as a mixture between clockwork constructs and idealized humanoid statues.
Alignment: Lawful neutral.
Base Form: 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 true speech ability (see the inevitable subtype on page 307 of Bestiary 2). 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). Protean Serpentine beings of pure chaos, proteans seek to reshape reality. Protean eidolons appreciate creative summoners who often rebuild their forms and make liberal use of the transmogrify spell. Beyond that, protean eidolons are happy to work with their summoners for any purpose, though they are quick to remind their summoners that while they have a mutually beneficial relationship, they are not servants.
Alignment: Chaotic neutral.
Base Form: Serpentine (bite, grab [tail slap], tail, tail slap). Base Evolutions: At 1st level, protean eidolons gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner’s choice. Whenever the summoner changes the protean eidolon’s evolutions, he can also change the attack type for grab.
At 4th level, protean eidolons gain electricity resistance 10 and sonic resistance 10.
At 8th level, protean eidolons gain the constrict evolution. At 12th level, protean eidolons gain DR 5/lawful. They also gain the blindsense evolution and the ability to fly without wings with perfect maneuverability, as the flight evolution with 4 points spent.
At 16th level, protean eidolons lose the resistance (acid) evolution and instead gain the immunity (acid) evolution. They also gain the amorphous anatomy ability (see the protean subtype on page 308 of Bestiary 2).
At 20th level, protean eidolons gain constant freedom of movement and the protean version of the change shape (greater polymorph) ability (see the protean subtype on page 308 of Bestiary 2).
Psychopomp Stewards, chroniclers, and guides of all things that die, psychopomps make dispassionate yet loyal eidolons.
When they deal with the world of mortals, psychopomp eidolons nearly always wear masks. They do not tolerate summoners who traffic with daemons, undead, and other entities that interfere with the transmigration of souls, but otherwise they are comfortable with most actions on the summoner’s part. When the summoner dies, a psychopomp eidolon personally escorts him to the afterlife and serves as an expert witness when it is time for him to be judged.
Alignment: Neutral.
Base Form: Biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, pull [bite], reach [bite], tail, tail slap).
Base Evolutions: Starting at 1st level, psychopomp eidolons gain immunity to death effects, disease, and poison.
At 4th level, psychopomp eidolons gain cold resistance 10 and electricity resistance 10.
At 8th level, psychopomp eidolons gain the spirit touch ability (see the psychopomp subtype on page 308 of Pathfinder RPG Bestiary 4) and add 1 point to their evolution pools.
At 12th level, psychopomp eidolons gain DR 5/adamantine. They also gain the spiritsense ability (see the psychopomp subtype on page 308 of Bestiary 4).
At 16th level, psychopomp eidolons gain the ability increase evolution, applied to an ability score of the summoner’s choice. They also gain the ability to cast invisibility (self only) as a spell-like ability at will. At 20th level, psychopomp eidolons increase their damage reduction to 10/adamantine and gain the immunity (cold) and immunity (electricity) evolutions. Base Forms Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon’s attacks add the eidolon’s Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-1/2 times the eidolon’s Strength modifier.
Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool.
Biped Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Quadruped Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (poor); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.
Serpentine Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (poor), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
EVOLUTIONS Each eidolon gains a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon’s full base attack bonus and add the eidolon’s Strength modifier on Classes 1 damage rolls. Natural attacks listed as secondary are made using the eidolon’s base attack bonus – 5 and add 1/2 the eidolon’s Strength modifier on damage rolls (if positive). If the eidolon has only a single natural attack, the attack is made using its full base attack bonus, and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.
Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can be selected only once. 1-Point Evolutions The following evolutions cost 1 point from the eidolon’s evolution pool.
