Quadruped
Starting Statistics
Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions
Bite, limbs (legs) (2).
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.
All natural attacks are made using the eidolon’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eidolon attacks add the eidolon’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics
Evolution Pool
The value given in this column is the total number of points in the eidolon’s evolution pool. Points from 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 in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).
1 point evolutions:
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.
FAQ
Summoner: If I choose the reach evolution for my eidolon, how many of its attacks gains increased reach?
The ability description says “pick one attack,” not “pick one attack type.” So if your eidolon has two claws and you pick “claw” for the reach evolution, only one claw gets increased reach.
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.
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. This evolution can be taken once for every five levels the summoner possesses.
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. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.
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 only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
2 point evolutions:
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).
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 more than once.
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 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
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.
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.
Shared Slot (Su)
Select a magic item slot. A magic item worn by the eidolon in that slot remains active even if the summoner is also wearing a magic item in that slot. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new slot.
Trip (Ex)
An eidolon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the eidolon makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If 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 select this evolution.
3 point evolutions:
Damage Reduction (Su)
An eidolon’s body becomes resistant to harm, granting it damage reduction.
Choose: one alignment: chaotic, evil, good, or lawful.
Benefit: The eidolon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the eidolon. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The summoner must be at least 9th 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 summoner must be at least 9th level before selecting this evolution.
4 point evolutions:
Incorporeal Form (Sp)
Once per day, 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.
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 creature 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 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 8th level before selecting this evolution.
If 6 additional evolution points are spent, the eidolon instead becomes 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 give the creature 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 summoner must be at least 13th level before selecting this option.
The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.
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
Spell Resistance (Ex)
An eidolon is protected against magic, gaining spell resistance. The eidolon’s spell resistance is equal to 11 + the summoner’s level. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.











