Eidolon Evolutions

## New Base Forms

**Cosmic Horror**

*Your eidolon is unnatural and alien, resembling a creature from the Dark Tapestry.*

**Starting Statistics**

**Size** Medium; **Speed** 30 ft; **AC** +2 natural armor; **Saves** Fort (good), Ref (bad), Will (good); **Attack** 2 tentacles (1d4); **Ability Scores** Str 14, Dex 10, Con 12, Int 7, Wis 10, Cha 14

**Free Evolutions**

Tentacle (2), Reach (tentacle)

**Elemental**

*Your eidolon is an undifferentiated mass of elemental matter that sometimes takes on a rudimentary physical form. The creature resembles an elemental of the appropriate type, determined by the element you choose immunity to.*

**Starting Statistics**

**Size** Medium; **Speed** 20 ft; **AC** +2 natural armor; **Saves** Fort (good), Ref (bad), Will (good); **Attack** slam (1d4); **Ability Scores** Str 14, Dex 8, Con 13, Int 2, Wis 12, Cha 6

**Free Evolutions**

Slam, Natural armor, immunity (choose one element)

​**Phantom**

*The phantom base form appears as a floating creature with arms and no legs.*

**Starting Statistics**

**Size** Medium; **Speed** 20 ft. fly 20 ft (perfect). At 5th level, a Medium or larger phantom eidolon’s flight speed increases by 40 feet, as if it had 2 more points in the flight evolution; **AC** +2 natural armor; **Saves** Fort (bad), Ref (good), Will (good); **Attack** 2 claws (1d4); **Ability Scores** Str 13, Dex 12, Con 16, Int 7, Wis 10, Cha 11

**Free Evolutions**

Claws, limbs (arms), Fly (supernatural).

## New Evolutions

### 1-point

* *Aberrant (Ex)* The Eidolon becomes an Aberration. The creature's type changes from Outsider to Aberration, and it gains a +1 bonus to will saving throws.
* *All-Around Vision (Ex)* The eidolon cannot be flanked.
* *Carry Off (Ex)* The Eidolon's carrying capacity is tripled.
* *Claws (Ex)* The 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. If you have this evolution, you can expend another evolution point to make them talons, making their natural critical range 19-20. By spending a third point, they deal 1d6 damage instead of 1d4 (1d8 if large, 2d6 if huge).
* *Health (Ex)* The eidolon gains one additional hit point per hit die. This may be selected once at 1st level, and one additional time/ 5 levels the summoner possesses (max of +5 HP per HD at 20th level).
* *Hive Guard (Ex)* The Eidolon gains Coordinated Defense as a bonus feat, and Eidolons or creatures with a hive mind or telepathy gain this feat when adjacent to it. As a standard action, the Eidolon can provide total cover to creatures behind it or sharing its space, as if wielding a tower shield.
* *Natural Selection*: Select one secondary natural attack. It is now considered a primary attack.
* *Racial Weapons (Ex)* The eidolon is familiar with and proficient in any exotic racial weapons familiar to its Summoner, such as Dwarven weapons for a Dwarven Summoner, or Orc weapons for a Half-Orc Summoner. The eidolon must possess the weapon training evolution to select this.
* *Reach (Ex)* One of the 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. By spending another point you can increase the same attack's reach again, this can be selected up to twice for each natural attack.
* *Resilience (Ex)* The eidolon gains a +2 bonus to a single saving throw (fortitude, reflex, or will). You may select this multiple times, but only a maximum of twice per saving throw.
* *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 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type. By spending 1 additional point, the eidolon can select instead one of the following energy types. (Disintegration, Force, Holy, Unholy, Negative Energy, or Radiation).
* *Sand Trap (Ex)* An Eidolon must possess the burrow evolution to select this. The Eidolon can create a 60-foot-diameter, 20-foot-deep pit in any sand or soft earth surface. Creating a sand trap takes 10 minutes. A Perception check equal to the Eidolon's Sleight of hand, Bluff, or disguise check allows a creature to realize such a depression in the sand is in fact a trap. Any creature that steps into the trap slides to the center if it fails a constitution based Reflex save—such victims take no damage, but they do fall prone. An Eidolon can make an attack of opportunity against any creature that falls to the bottom of its sand trap. These creatures can move across sand traps at their normal speed and are immune to the trap’s effects. Other creatures can navigate the trap’s walls with a DC 20 Climb check. By spending an additional point, the Eidolon can decrease the time it takes to create this down to 1 minute. Another point makes it a full round action.
* *Shared Evolution* does not have the Twinned Eidolon prerequisite.
* *Semi-Constructed (Ex)* The Eidolon gains the half construct subtype. The creature gains the Construct subtype which allows it to be affected by abilities that only effect constructs. In addition this grants the creature a +4 bonus against Disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning, as well as against Mind-affecting effects (Charms, compulsions, morale effects, patterns, and phantasms). By spending an additional 2 points you gain immunity to ability damage and ability drain..
* *Sprint (Ex)* Once per minute, a Eidolon may sprint, doubling it's speed for 1 round.
* *Thumb Spikes (Ex)* You must possess the claws evolution to select this. The Eidolon's thumb spikes can inflict grievous wounds—the claws deal triple damage on a successful critical hit instead of double damage.

### 2-Point

* *Ability Alteration (Ex)* You can change the Strength and Dexterity bonuses you gain from leveling up to be bonuses to different ability scores.
* *AC Alteration (Su)* This makes 1/2 of your natural armor bonus into an insight bonus. By spending 2 additional points, you can make this into a deflection bonus instead, and by spending 2 more you can make all of your natural armor into a deflection bonus.
* *Alignment Smite (Su)* **Choose:** A single alignment component that opposes one of the summoner's own. **Benefit:** 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 damage increases by +1d6 at 4th, 8th, 12th, 16th, and 20th level. This attack is treated as alignment-aligned to your alignment either Good, Chaos, Law, or Evil, 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.
* *Armor Training (Ex)* The eidolon is able to wear armor, overcoming its interference with the summoner's link. It gains Light Armor Proficiency as a bonus feat. If 2 additional points are spent, you are also proficient with medium armor. If 2 additional points are spent, you become proficient with Heavy armor. For 1 additional point, you become proficient with shields (except tower shields, which require an additional 1 evolution point).
* *Blood Drain (Ex)* The eidolon drains blood at the end of its turn if it grapples a foe. This deals 1d2 constitution damage. By spending 2 additional points this becomes 1d4 constitution damage.
* *Capsize (Ex)* An Eidolon with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.
* *Clobbering Charge (Ex)* The Eidolon must have a Slam attack to select this evolution. When the Eidolon hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the Eidolon's charge. The Eidolon cannot move with the target of the bull rush. If a Eidolon scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 10+1/2 Eidolon level+ Strength modifier Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the Eidolon's bull rush attempt.
* *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 of the serpentine base form, to eidolons that possess tentacles, or to eidolons who possess the reach ability with a bite attack.
* *Damage Alteration (Ex)* Select a single attack the eidolon possesses that allows it to deal ability damage of some sort. This now deals a new kind of ability damage. This cannot be changed once selected.
* *Energy Attacks (Su)* The Eidolon’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the Eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution. By spending an additional 2 points, you can increase the damage to 2d6, or you can instead deal 1d6 of the following damage (Disintegration, Force, Holy, Unholy, Negative Energy, or Radiation). By spending 2 more points you can make this damage 2d6 of these alternative energy types.
* *Engulf (Ex)* This can only be selected by eidolons of the Ooze type. The eidolon can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The eidolon merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based. If you possess the energy damage evolution, or the energy burn evolutions, they apply to creatures effected by this.
* *Extra Feat* does not have the Twinned Eidolon prerequisite.
* ​*Fear Pheromone (Ex)* The first time a creature successfully hits the Eidolon it releases a fear pheromone that heightens the aggressiveness of all allied Kaiju or Vermin within 50 feet. All affected creatures receive a +1 morale bonus to attack rolls for the remainder of the encounter and fight without penalty even while disabled or dying. This ability is usable 3 times a day.
* *Gnaw (Ex)* The eidolon deals 1/2 again as much additional points of damage and 1 point of Strength damage on a successful bite. This is doubled against creatures with no armor or natural armor, but creatures in heavy armor or with a natural armor bonus of +10 or greater are immune, as are fleshless creatures and those immune to critical hits.
* *Immunity (Su)* The 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 more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution. By expending 2 more points, you can instead be immune to Force, Disintegration, Holy, Unholy, Negative Energy, Radiation.
* *Leaping Charge (Ex)* A Eidolon can jump while charging, allowing it to ignore difficult terrain when it charges. When a Eidolon makes a charge in this way, it deals double damage with its talons. The Eidolon must have the Claws evolution and must have improved it twice by taking the evolution multiple times, and must also possess the skilled evolution for acrobatics.
* *Lunge (Ex)* The Eidolon is capable of reaching much farther than normal for a creature of its size. Select a single natural attack you possess, As a full-attack action, it can make a single attack with it at double its normal reach. When it attacks in this manner, it gains a +4 bonus on its attack roll. You cannot make attacks of opportunity with this.
* *Magical Beast (Ex)* Your Eidolon becomes a Magical beast instead of an Outsider. They possess the following.
	+ Darkvision 60 feet.
	+ Low-light vision.
	+ Magical beasts breathe, eat, and sleep.
* *Mandibles (Ex)* A Eidolon can get a quick bite on a creature that it has struck with it's claws. You must possess the claws and grab evolutions to select this. When you successful grapple or grab a creature with your claws, you can make an attack at a -5 penalty against that creature to deal damage again. This damage only applies 1/2 of your strength modifier. If you possess the bite evolution, you can instead deal your bite damage here.
* *Pheromones (Ex)* After the first round of combat, an eidolon can emit a strange, musky scent in a 30-foot radius as a free action. All creatures within this area (save for other eidolons with this ability) must make a Fortitude save each round to avoid becoming weakened by the pheromones. Once a creature fails a save against this effect, it takes a –4 penalty to its Strength score—this penalty lasts for as long as the battle continues and for 1 hour thereafter. Lesser restoration or any other effect capable of healing ability damage immediately removes this Strength penalty. The save DC is Constitution-based.
* *Poison Stream (Ex)* The Eidolon must possess the Poison evolution to select this. As a standard action usable every 1d4 rounds, an eidolon can spray its poison from its mouth in a 15-foot line. Any creature caught in this area must succeed at a Reflex save or be exposed to the Eidolon's poison. This save DC is dexterity based.
* *Shared Slot* does not have the Twinned Eidolon prerequisite.
* *Song (Ex)* As a move action, the Eidolon can flex membranes in its abdomen to produce a loud and distracting sound. After starting its song, the eidolon can maintain its song in subsequent rounds as a free action. Any creatures within 30 feet of the eidolon must succeed at a Fortitude saving throw or be deafened for the duration of the Eidolon's song. Being deafened in this way doesn’t make a creature immune to this effect, but creatures that were naturally or magically deafened prior to encountering this effect are unaffected. This is a sonic effect and the save DC is Constitution-based.
* *Sound Mimicry (Ex)* The eidolon perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The eidolon cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.
* *Stun (Ex)* The Eidolon's tail can deliver a powerful, stunning blow. The Eidolon must possess the tail and tail slap evolutions to select this. A creature struck by this attack must make a DC 10+1/2 Eidolon level+ Strength modifier Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds.
* *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 (gaining Martial Weapon Proficiency). If 2 additional evolution points are spent, the eidolon deals 1 and 1/2 its strength modifier damage with the first weapon attack it makes in a round (twice str mod on two hand attacks).  If an additional 2 points are spent and you have already spent the points for the extra damage on the first attack in the round, your weapon is counted as one size category larger for damage.

### 3-Point

* *Arcane Conduit (Su)* The Eidolon gains the feat Eldritch Heritage as a bonus feat, even if it does not meet the prerequisites. By spending 3 additional points, it also gains the feat Improved Eldritch Heritage as a bonus feat.
* *Blood Rage (Ex)* When the Eidolon takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. By spending 3 additional points, you can increase the bonus to +4 Strength and Constitution.
* *Body Thorns (Ex)* The Eidolon's body is covered in dangerous and pointy thorns. Creatures that strike you with a non-reach weapon in melee combat, or who are trying to grapple you, takes 1d4 damage from your thorns. This damage is 1d3 if small sized and 1d6 if large. By spending 1 additional point, you can increase the damage by 1 step, making 1d6 a 1d8 instead. A third point makes it 1d10. If you possess more than one sting attack, you can instead replace this evolution's damage with the sting damage.
* *Bramble Incursion (Ex)* The Eidolon must possess the body thorns evolution to select this one. Like a swarm, The eidolon can move into areas occupied by other creatures. Its brambles or body spikes weave quickly across the ground, wounding and tripping creatures sharing the same space. Moving into another creature’s space is a move action that provokes attacks of opportunity. Creatures sharing a space with the eidolon are considered to be moving in difficult terrain. Each time a creature takes a move or standard action within the Eidolon's space, it must first succeed at a Reflex save or take 1d8 points of piercing damage from the sharp thorns. This increases to a d10 and then a d12 if the body thorns evolution has been upgraded, or to the Eidolon's sting damage if that is what's being used. The save DC is Dexterity-based.
* *Compression (Ex)* The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
* *Confusion (Su)* The eerie shifting of patterns on the Eidolon's body or wings is hypnotic—any creature within 30 feet that does not avert its gaze from the Eidolon must make a Will save at the start of each turn or become confused for 1 round. This is a mind-affecting effect—Other Eidolons or creatures with this ability are immune to this effect. Activating it is a swift action and it can be done for a number of rounds per day equal to the Eidolon's charisma modifier. The save DC is Charisma-based.
* *Damage Reduction (Su)* An eidolon’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. 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. At 16th level, by spending 2 additional evolution points, this can be made DR/-. The summoner must be at least 9th level before selecting this evolution.
* *Dimensional Hunter (Su)* Your eidolon has specialized in tracking and hunting other extra-dimensional creatures. It gains a +2 competence bonus on attack rolls and damage rolls against summoned creatures and other eidolons, as well as survival checks made to track them.
* *Disease (Ex)* An eidolon carries with it a horrible disease, gaining a diseased natural attack. Pick one natural attack that deals slashing or piercing damage. Whenever the selected attack hits, the target is inflicted with the disease. This disease is one of the following, and when selected it can't be changed. Blinding Sickness, Bubonic Plague, Cholera, Leprosy, Tuberculosis, Rabies, Shattermind, or Zombie Rot. The Onset uses the same time as the Listed Disease, and the save DC is the Eidolon's normal ability save DC. For 2 additional evolution points, this Disease has an onset of immediately. For 2 more additional points the frequency becomes once per round. If you possess the curse evolution when selecting this, you can instead select Mummy Rot or Lycanthropy as your disease. This disease can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.
* *Divine Disciple (Su)* The Eidolon gains the feat Divine Indoctrination as a bonus feat, even if it does not meet the prerequisites. By spending 3 additional points, it also gains the feat Improved Divine Indoctrination as a bonus feat.
* *Dragon Type (Ex)* The Eidolon's type changes to Dragon. The Dragon possesses all of the following traits.
	+ Darkvision 60 feet and low-light vision.
	+ Immunity to magic sleep effects and paralysis effects.
	+ Dragons breathe, eat, and sleep.
* *Energy Burn (Ex)* An Eidolon must possess the Energy Attack evolution to select this. Eidolons with the burn special attack deals energy damage equal to the damage dealt from Energy attack when struck in combat with a melee weapon or natural attack, in addition to damage dealt on a successful hit in melee. By spending 2 additional points, those affected by the burn ability must also succeed on a Reflex save or become engulfed by the energy type (Catch fire, Covered in Acid, Splashed with a freezing substance, etc...), taking the listed damage for an additional 1d4 rounds at the start of its turn. The effected creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.
* *Energy Drain (Su)* The Eidolon can sap a living opponent’s vital energy when a melee or ranged attack hits. Select a single natural attack the Eidolon possesses, Each successful hit with that natural attack triggers the energy drain, and bestows one negative level upon the enemy. If an attack that includes an energy drain scores a critical hit, it bestows two negative levels. This creature gains a fortitude saving throw against the negative level. The Eidolon gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save. On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. This effect can't effect the same creature more than once in a given round for each natural attack that possesses this. This can be taken multiple times, each effecting a different natural weapon.
* *Fey Type (Ex)* Your Eidolon becomes a Fey instead of an Outsider. They possess the following.
	+ Low-light vision.
	+ Proficient with all simple weapons.
	+ Proficient with all light armor types and shields.
	+ Fey breathe, eat, and sleep.
* *Freeze (Ex)* The Eidolon can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
* *Lingering Sting (Ex)* The Eidolon must possess the energy attacks evolution for acid to select this. Creatures damaged by the Eidolon's acid are sickened with pain (Fortitude negates). Creatures can attempt a new save each round at the end of their turn to end this effect. The save DC is Constitution-based.
* *Poison Blood (Ex)* You must possess the poison evolution to select this. Any creature that confirms a critical hit against the eidolon with a piercing or slashing melee weapon is sprayed with poison (melee weapons with reach don’t endanger their users in this way.) This is the same as the poison evolution.
* *Poison Cloud (Ex)* The Eidolon must possess the poison evolution to select this. As a standard action up to twice per day, an Eidolon can release a cloud of poisonous gas in a 30-foot-radius spread, centered on any point within its space. Any creature in the area must succeed at a Fortitude save or be nauseated for 1d6 rounds and sickened for 1d4 hours afterward. The poison cloud does not obscure vision and persists for 1d4 rounds, but a strong or stronger wind disperses it immediately. This is a poison effect. The save DC is Constitution-based.
* *Small (Ex)* The eidolon shrinks in size, becoming small. It gains a +4 bonus to Dex and takes a -2 penalty to Str. This size change also gives the creature a +1 size bonus to its AC and on attack rolls, a -1 penalty to its CMB and CMD, a +2 bonus on Fly skill checks, and a +4 bonus on Stealth skill checks. The summoner must be at least 6th level before selecting this evolution. If 4 additional points are spent, the creature instead becomes Tiny sized. It gains a +8 bonus to Dex and takes a -4 penalty to Str. This size change also gives the creature a +2 size bonus to its AC and on attack rolls, a -2 penalty to its CMB and CMD, a +4 bonus on Fly skill checks, and a +8 bonus on Stealth skill checks. Tiny eidolons have a reach of 0 ft and must occupy the same space as a creature to attack them in melee combat. These bonuses and penalties replace, and do not stack with, those gained from becoming Small. The summoner must be at least 10th level before selecting this option. The ability increase evolution costs twice as much (4 evolution points) when adding to the Dexterity of a Tiny eidolon.
* *Smother (Ex)* If the Eidolon's opponent is holding its breath, the Eidolon can reduce the time until the target has to attempt suffocation checks. As a free action while grappling an opponent, the creature can attempt a special grapple combat maneuver against the opponent once per round. If it succeeds, the opponent reduces the remaining duration it can hold its breath by 1d6 rounds.
* *Spines (Ex)* The Eidolon must possess the Sting, Gore,  Thumb Spikes, or Body Thorns evolution to select this evolution. The Eidolon can loose a volley of six spear-like spines, horns, or thorns from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft. These spines deal the damage of your gore, sting, thumb spikes, or body thorns.
* *Stunning Slam (Ex)* You must possess the slam natural attack to select this. As a standard action, an Eidolon may forgo any weapon attack to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a Fortitude save to avoid being stunned for 1 round. If you spend an additional 2 points it becomes 1d4 rounds, and if you spend 4 additional points it becomes 1d6 rounds.
* *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.  If you spend 3 additional points when taking this evolution, you can swallow creatures up to the same size as the Eidolon, or double the amount of creatures a size category smaller, though after doing so it cuts the Eidolon's movement speeds in half. By spending 2 additional points when taking this evolution, you can gain the fast Swallow ability.  The summoner must be at least 9th level before selecting this evolution.
* *Uncanny Leap (Ex)* As a full-round action, The Eidolon can jump up to its run speed. An Eidolon can treat this jump as a charge, as long as the leap is made in a straight line.
* *Whip Legs (Ex)* The Eidolon must possess an extra pair of limbs or tentacles with the reach evolution. The Eidolon's two front legs are extremely long, antennae-like “whips” that give the Eidolon the ability to locate potential prey and give it additional information about the target. These whip legs are natural attacks that resolve as touch attacks and deal 1d4 points of slashing damage on a hit. If a whip leg hits a target, the Eidolon gains additional sensory information about the target, gaining a +2 insight bonus on any further attacks against that target in the same round. If both whip legs hit, then any additional attacks the Eidolon makes that round against that target gain a +4 insight bonus instead. As long as a the eidolon benefits from this insight bonus against a foe, that foe can’t gain concealment against the Eidolon.

### 4-point

* *Fortification (Ex)* The Eidolon possesses dense and durable protective skin or chitin over it's most vulnerable bits. The eidolon has a 25% chance to treat any critical hit or sneak attack as a normal hit, as if wearing light fortification armor. By spending 4 additional points this becomes 50% and by spending 4 more it becomes 75%.
* *Hands of War (Ex)* The Eidolon's multitude of arms allows it to effectively block attacks, granting it an armor bonus equal to +2 for each pair of arms it possesses (Max of +10). The eidolon must possess the limbs (arms) evolution at least twice to select this evolution.
* *Implant (Ex)* Only an Eidolon of one of the below listed types, and who is at least 15th level can select this. An Eidolon can lay eggs or otherwise implant part of itself inside a Small or larger helpless or dead creature as a full-round action that provokes attacks of opportunity. A creature implanted with the Kaiju's eggs must make a Fortitude save each morning to avoid suffering 1d4 points of Constitution damage. Within 24 hours of a creature’s death from this damage, a number of young creatures emerge from the corpse, devouring it completely in the process. These creatures are dependent on the Eidolon's type. The eggs can be destroyed via any effect that cures disease, but the eggs themselves are not treated as a disease for purposes of what creatures are immune to this effect. The save DC is Constitution-based.
	+ Aberration: 1d8 gibbering mouthers
	+ Vermin: 1d4 tenebrous worms
	+ Dragon: 1 wyvern
	+ Fey or Plant: 1 blood bramble
	+ Construct: 1d6 Clockwork soldiers
* *Non-euclidean (Su)* The Eidolon warps and twists its body in strange, unpredictable ways. Your eidolon gains a 25% miss chance against any ranged attack launched at it, as if the creature had concealment. For every additional point you spend, you increase this miss chance by 5%.
* *Plant Type (Ex)* The eidolon is a creature of sentient vegetation. It gains the following:
	+ Plants have low-light vision.
	+ Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
	+ Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
	+ Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
* *Separate Aura (Ex)* The Eidolon has its own magic item slots and need not share yours. Your link is not impeded if you both wear magic items in the same slot.
* *Sudden Strike (Ex)* The Eidolon is particularly adept at moving quickly when its foes are surprised. During a surprise round, a the Eidolon may act as if it had a full round to act, rather than just one standard action.
* *Split (Ex)* The Eidolon must possess the ooze type to select this evolution. When the Eidolon has lost 50% of it's hit points, The eidolon splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current hit points (rounded down). An eidolon reduced below the listed hit points cannot be further split and can be killed normally.

### 5-point

* *Additional Attack (Ex)* You increase your maximum number of natural attacks that you can have by 1. This can be taken up to 3 times.
* *Construct Type (Ex)* Your type changes from Outsider to Construct. You must have selected the Semi-Constructed and spent the additional 2 points on it to select this. You gain the following.
	+ No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
	+ Constructs do not breathe, eat, or sleep.
	+ Proficient with no armor.
	+ Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
	+ A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
	+ A construct cannot be raised or resurrected.
	+ Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
	+ Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
	+ Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
	+ Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
	+ Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
	+ Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
	+ Darkvision 60 feet.
	+ Low-light vision.
* *Curse (Su)* An Eidolon with this ability bestows a curse upon its enemies. Select one of the Eidolon's natural attacks, this attack inflicts a creature with a curse when struck. Select a single effect from the bestow curse spell, that is the curse that you inflict on your attacks. This can be used 5 times per day. Curses can be removed through remove curse and similar effects.
* *Death Throes (Su)* When the eidolon is destroyed, banished, or dismissed, it may cause an explosion, dealing 1d6 damage per HD to all creatures in a 30 ft burst (Ref DC 10+1/2 Eidolon's HD+ Eidolon's Con mod for half damage). The damage is the same type as your breath weapon. The summoner is immune to this effect. You must have the Breath Weapon evolution and be Summoner level 12 to select this evolution.
* *Divine Exaltation (Su)* An Eidolon who selects this must possess the Divine Disciple Evolution twice, or the feats Divine Indoctrination and it's greater form. The Eidolon can grant spells to its worshipers as if it were a deity. The Eidolon's domains are the one selected from Divine Indoctrination, and one other that fits the Eidolon's capabilities and actions, as well as any other domains the Eidolon may possess for whatever reason. In addition select one of the weapons the Eidolon is proficient with, that becomes their favored weapon for their followers (or natural attacks if the eidolon is proficient in no weapons).
* *Mental Static Aura (Su)* The Eidolon creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the Eidolon + the Eidolon's Charisma modifier) to cast a spell with a thought component. Failing this check causes the spell to be lost with no effect. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect. Creatures with this ability are immune to its effects and can cast spells normally.
* *Ooze Type (Ex)* The Eidolon gains the Ooze type. They gain the following:
	+ Blind (but gain the blindsight evolution), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
	+ Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
	+ Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
	+ Oozes eat and breathe, but do not sleep
* *Hundred Handed Whirlwind (Ex)* Due to the Eidolon's multitude of arms, it can easily fight off armies of enemies. The Eidolon must possess at least 2 natural attacks, and at most 4. When the Eidolon attacks with it's arms, it rolls its attacks normally (either one attack for a standard action, or up to four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature's AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the Eidolon's choosing. By selecting this an additional time, you raise the maximum to 6 attacks that can be effected by this. The summoner must be at least 12th level to select this evolution.

### 10-point

* *Class (ex)* The eidolon gains a single level in a character class. They gain all of the class features of this class at first level, but do not gain any additional proficiency, hit points, or skill ranks. For every 5 additional evolution points spent, you gain another level. This class cannot be Summoner or Spiritualist, however a DM may allow it to be a Synthesist summoner.