Eidolon Forms and Evolutions

## **Base forms**

*Eidolon Base Forms for Circle of Evolution Druid Subclass (DnD 5e)*

* ***Aquatic***

Starting Statistics: Medium Size; Speed: 20 ft., Swim 40 ft.; AC: 14 (natural armor); Saves: Strength (good), Dexterity (good), Wisdom (bad); Attacks: Bite (1d6 + Strength modifier); Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11;

Special Abilities: Darkvision (60 ft.), Swim (2), Water Breathing (gills)

* ***Avian***

Starting Statistics: Small Size; Speed: 30 ft., Fly 30 ft. (hover); AC: 14 (natural armor); Saves: Dexterity (good), Constitution (bad), Wisdom (good); Attacks: Talons (1d4 + Dexterity modifier); Ability Scores: Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11;

Special Abilities: Darkvision (60 ft.), Fly (hover), Limbs (legs)

* ***Biped***

Starting Statistics: Medium Size; Speed: 30 ft.; AC: 12 (natural armor); Saves: Strength (good), Wisdom (good), Charisma (bad); Attacks: Claw (1d4 + Strength modifier); Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11;

Special Abilities: Darkvision (60 ft.), Limbs (arms), Limbs (legs)

* ***Quadruped***

Starting Statistics: Medium Size; Speed: 40 ft.; AC: 12 (natural armor); Saves: Dexterity (good), Constitution (good), Wisdom (bad); Attacks: Bite (1d6 + Strength modifier); Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11;

Special Abilities: Darkvision (60 ft.), Limbs (legs) (2)

* ***Serpentine***

Starting Statistics: Medium Size; Speed: 20 ft., Climb 20 ft.; AC: 14 (natural armor); Saves: Dexterity (good), Constitution (good), Intelligence (bad); Attacks: Bite (1d6 + Strength modifier), Tail Slap (1d6 + Strength modifier); Ability Scores: Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11;

Special Abilities: Darkvision (60 ft.), Climb, Reach (bite), Tail

* ***Tauric***

Starting Statistics: Small Size; Speed: 40 ft.; AC: 14 (natural armor); Saves: Strength (good), Constitution (good), Charisma (bad); Attacks: Claw (1d4 + Strength modifier) (2); Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11;

Special Abilities: Darkvision (60 ft.), Limbs (arms), Limbs (legs) (2)

## Evolutions

### 1-Point Evolutions

**Basic Magic:** The eidolon learns to cast a basic spell. Select one spell from the following list: acid splash, chill touch, dancing lights, detect magic, druidcraft, fire bolt, ghost sound, light, mage hand, ray of frost or spare the dying. The eidolon can cast this spell once per day. The spell's save DC is 8 + the eidolon's proficiency bonus + its Charisma modifier.

**Bite:** The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. The bite attack is a melee weapon attack with a reach of 5 feet. On a hit, it deals 1d6 piercing damage + the eidolon's Strength modifier. If the eidolon already has a bite attack, this evolution allows it to deal 1d8 piercing damage + 1.5 times its Strength modifier on damage rolls made with its bite.

**Claws:** The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. The claw attacks are melee weapon attacks with a reach of 5 feet. On a hit, each claw deals 1d4 slashing damage + the eidolon's Strength modifier. The eidolon must have the "Limbs (arms)" evolution to take this evolution. This evolution can only be applied to the "Limbs (legs)" evolution once.

**Climb:** The eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. Each time this evolution is selected, increase the eidolon's climb speed by 20 feet.

**Gills:** The eidolon has gills and can breathe underwater indefinitely.

**Hooves:** The eidolon has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. The hoof attacks are melee weapon attacks with a reach of 5 feet. On a hit, each hoof deals 1d4 bludgeoning damage + the eidolon's Strength modifier. The eidolon must have the "Limbs (legs)" evolution to take this evolution. This evolution can only be applied to the "Limbs (legs)" evolution once.

**Improved Damage:** One of the eidolon's natural attacks is particularly deadly. Choose one natural attack form and increase the damage die type by one step. For example, if the attack deals 1d6 damage, it now deals 1d8 damage. This evolution can be selected more than once. Each time the eidolon selects this evolution, it applies to a different natural attack.

**Improved Natural Armor:** An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its Armor Class. This evolution can be taken once for every four levels the druid possesses.

**Low-Light Vision:** An eidolon gains low-light vision, enabling it to see in dim light conditions as if it were bright light, and in darkness as if it were dim light.

**Magic Attacks:** An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magical for the purpose of overcoming damage resistance.

**Mount:** An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

**Pincers:** An eidolon grows a large pincer at the end of one pair of its limbs, giving it two pincer attacks. The pincer attacks are melee weapon attacks with a reach of 5 feet. On a hit, each pincer deals 1d6 piercing damage + the eidolon's Strength modifier. The eidolon must have the "Limbs (arms)" evolution to take this evolution. This evolution can only be applied to the "Limbs (arms)" evolution once.

**Pull:** An eidolon gains the ability to pull creatures closer with a successful attack. Choose one of the eidolon's natural attack forms. Whenever the eidolon makes a successful attack of the chosen type, it can attempt a free Strength-based Athletics 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. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Each time the eidolon selects this evolution, it applies to a different natural attack.

**Push:** An eidolon gains the ability to push creatures away with a successful attack. Choose one of the eidolon's natural attack forms. Whenever the eidolon makes a successful attack of the chosen type, it can attempt a free Strength-based Athletics 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 more than once. Each time the eidolon selects this evolution, it applies to a different natural attack.

**Reach:** 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.

**Energy Resistance:** An eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (e.g., ashen hide for fire, icy breath for cold, etc.). Pick one energy type (acid, cold, lightning, fire, or thunder). The eidolon gains resistance to that energy type, reducing damage taken from it by 5. This resistance increases by 5 for every five levels the druid possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Each time the eidolon selects this evolution, it applies to a different energy type.

**Scent:** An eidolon's sense of smell becomes quite acute. The eidolon gains the ability 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. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. The eidolon can detect the direction of the scent with a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

**Shared Evolution:** The eidolon can transfer one 1-point or 2-point evolution it possesses to its summoner. As an action, the eidolon can touch the summoner and transfer the selected evolution to them. This evolution functions as the druid's class feature, and the same limitations apply. Thedruid can touch the eidolon as an action to return the evolution. The evolution returns to the eidolon automatically if it is dismissed by the druid or sent back to its home plane.

**Skilled:** The eidolon becomes especially adept at a specific skill, gaining a +2 bonus to checks made with that skill. This evolution can be selected more than once. Each time the eidolon selects this evolution, it applies to a different skill.

**Slam:** An eidolon can deliver a devastating slam attack. The slam is a melee weapon attack with a reach of 5 feet. On a hit, the slam deals 1d8 bludgeoning damage + the eidolon's Strength modifier. The eidolon must have the "Limbs (arms)" evolution to take this evolution. This evolution can only be applied to the "Limbs (arms)" evolution once.

**Slippery:** Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains a +4 bonus to checks to escape a grapple and on Dexterity (Acrobatics) checks to balance on a surface.

**Sticky:** 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 checks to initiate or maintain a grapple.

**Sting:** An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting is a melee weapon attack with a reach of 10 feet. On a hit, the sting deals 1d4 piercing damage + the eidolon's Strength modifier. The eidolon must possess the "Tail" evolution to take this evolution. This evolution can be selected more than once.

**Swim:** 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. Each time this evolution is selected, increase the eidolon's swim speed by 20 feet.

**Tail:** An eidolon grows a long, powerful tail. The eidolon gains a +2 bonus to Dexterity (Acrobatics) checks made to balance on a surface. This evolution can be selected more than once.

**Tail Slap:** An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap is a melee weapon attack with a reach of 10 feet. On a hit, the tail slap deals 1d6 bludgeoning damage + the eidolon's Strength modifier. The eidolon must possess the "Tail" evolution to take this evolution. This evolution can be selected more than once.

**Tentacle:** An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle is a melee weapon attack with a reach of 10 feet. On a hit, the tentacle deals 1d4 bludgeoning damage + the eidolon's Strength modifier. This evolution can be selected more than once.

**Unnatural Aura:** An eidolon is obviously of unnatural origin. Normal animals do not willingly approach the eidolon unless the animal's master makes a DC 15 Animal Handling or Wisdom (Animal Handling) check.

**Wing Buffet:** An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffet is a melee weapon attack with a reach of 5 feet. On a hit, each wing buffet deals 1d4 bludgeoning damage + the eidolon's Strength modifier. The eidolon must possess the "Flight" evolution, with wings, to select this evolution.

### **2-Point Evolutions**

**Ability Increase:** 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 more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the druid possesses.

**Physical Resistance:** An eidolon's form takes on a resiliency to one particular physical damage type, which is usually reflected in its physical body. Pick one physical damage type (piercing, slashing or bludgeoning). The eidolon gains resistance to that physical damage type, reducing damage taken from it by 5. This resistance increases by 5 for every five levels the druid possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Each time the eidolon selects this evolution, it applies to a different physial damage type.

**Constrict:** 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.

**Energy Attacks:** The eidolon's attacks can deal an additional 1d6 points of energy damage(acid, cold, lightning, fire, or thunder) of the chosen type on a successful hit. The druid must be at least 5th level before selecting this evolution. Additionally, the damage increases to 2d6 at 11th level and 3d6 at 17th level.

**Extra Feat:** The eidolon gains an extra feat. It must meet the prerequisites of the feat. Requirements: The eidolon must be at least 6th level. This can only be taken once every six levels. (Levels 6, 12, 18)

**Flight:** An eidolon grows large wings, gaining a flying speed equal to its walking speed. The eidolon can fly with these wings but cannot hover.

**Gore:** 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:** An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free opposed athletics skill check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. The Eidolon gains a +2 to athletics checks.

**Head:** The eidolon grows an additional head, allowing it to make an additional bite or breath weapon attack as part of its multiattack action.

**Immunity:** An eidolon's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, lightning, fire, or thunder. 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 druid must be at least 7th level before selecting this evolution.

**Keen Scent:** The eidolon's sense of smell becomes even more acute, allowing it to notice other creatures by scent in a 120-foot radius and detect blood in the water at ranges of up to a mile.

**Limbs:** The eidolon grows an additional pair of limbs. These limbs can be made into legs, granting the eidolon an additional 10 feet of movement speed, or into arms, allowing the eidolon to make an additional weapon attack when taking the Attack action if it has an additional pair of arms.

**Minor Magic:** The eidolon learns to cast a minor spell. Select one 1st-level spell from the druid spell list. The eidolon can cast this spell once per short rest. The spell's save DC is 8 + the eidolon's proficiency bonus + its Charisma modifier.

**Poison:** The eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target must make a Constitution saving throw against a DC of 8 + the eidolon's proficiency bonus + its Constitution modifier or take 2d4 poison damage.

**Rake:** 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). This evolution is only available to eidolons of the quadruped base form. This evolution counts as one natural attack toward the eidolon's maximum. The Druid must be at least 4th level before selecting this evolution.

**Rend:** 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 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The Druid must be at least 6th level before selecting this evolution.

**Rider Bond:** The eidolon and the druid share an empathic connection while the druid rides it. The druid gains advantage on Animal Handling checks made when riding the eidolon.

**Shadow Blend:** In dim light or darkness, the eidolon gains the ability to blend into the shadows, granting it advantage on Dexterity (Stealth) checks.

**Shadow Form:** The eidolon's body becomes shadowy and more indistinct, granting it resistance to non-magical damage from non-magical weapons. Additionally, the eidolon's melee attacks are considered magical for the purpose of overcoming resistance.

**Sickening:** The eidolon's smell or appearance is so offensive it sickens nearby creatures. Any living creature except its summoner that starts its turn within 5 feet of the eidolon must make a Constitution saving throw against a DC of 8 + the eidolon's proficiency bonus + its Constitution modifier or be sickened until the start of its next turn.

**Trample:** The eidolon gains the ability to trample over smaller creatures. As an action, the eidolon can attempt to move through the space of a creature that is at least two sizes smaller than itself. The creature must make a Dexterity saving throw against a DC of 8 + the eidolon's proficiency bonus + its Strength modifier or take 2d6 bludgeoning damage and be knocked prone.

**Tremorsense:** The eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. The eidolon can sense the location of creatures that are in contact with the ground and within its tremorsense range, even if they are invisible or behind cover.

**Trip:** The eidolon becomes adept at knocking foes to the ground, granting it the ability to knock a creature prone when it hits with a bite attack.

**Undead Appearance:** The eidolon appears as an undead creature, mimicking some of an undead creature's abilities and weaknesses. The eidolon gains resistance to necrotic damage and advantage on saving throws against being frightened or charmed.

**Weapon Training:** The eidolon learns to use a weapon, gaining proficiency with one simple or martial weapon. If 2 additional evolution points are spent, it gains proficiency with all martial weapons.

### **3-Point Evolutions**

**Blindsense:** 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. The Druid must be at least 9th level before selecting this evolution.

**Burrow:** The eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its walking speed. It can use this speed to move through dirt, clay, sand, and earth. The eidolon does not leave a hole behind, nor is its passage marked on the surface.

**Celestial Appearance:** The eidolon appears as a celestial creature and manifests some of the abilities of a celestial. The eidolon gains advantage on saving throws against disease, petrification, poison, and lightning spells and effects. It also gains resistance to lightning damage.

* At 7th level, by spending 2 additional evolution points, this bonus on saving throws is increased to advantage against all spells and effects from evil creatures, and the resistance extends to acid, cold, and fire damage.

* At 12th level, by spending 2 additional evolution points, the eidolon gains immunity to acid, cold, fire, and lightning damage, and its spell resistance increases to 11 + its HD.

The druid must be good-aligned to select this evolution.

**Damage Reduction:** The eidolon's body becomes resistant to harm, granting it damage reduction (DR) 5/- against physical attacks. This means it reduces all physical damage it takes by 5 points.

At 12th level, this protection can be increased to DR 10/- by spending 2 additional evolution points.

**Fiendish Appearance:** The eidolon appears as a fiendish creature and manifests some of the abilities of a fiend. Spells and effects that target creatures with the fiendish subtype or have specific effects against such creatures affect the eidolon as if it had that subtype. The eidolon gains advantage on saving throws against acid, disease, fire, and poison spells and effects. It also gains resistance to fire damage.

* At 7th level, by spending 2 additional evolution points, the bonus on saving throws increases to advantage against all spells and effects from good creatures, and the resistance extends to cold and lightning damage.

* At 12th level, by spending 2 additional evolution points, the eidolon gains immunity to acid, cold, fire, and poison damage, and its spell resistance increases to 11 + its HD. The druid must be evil-aligned to select this evolution.

**Frightful Presence:** The eidolon becomes unsettling to its foes, gaining the frightful presence ability. As an action, the eidolon can activate this ability. Each creature of its choice within 30 feet that can see or hear the eidolon must succeed on a Wisdom saving throw against a DC of 8 + the eidolon's proficiency bonus + its Charisma modifier or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures with more Hit Dice than the eidolon are immune to this effect. The druid must be at least 11th level before selecting this evolution.

**Major Magic:** The eidolon learns to cast a major spell as a spell-like ability. Select one 2nd-level spell from the druid spell list. The eidolon can cast this spell once per long rest as a spell-like ability.

* At 10th level, this spell can be cast three times per long rest by spending 2 additional evolution points.

* The spell's save DC is 8 + the eidolon's proficiency bonus + its Charisma modifier. The eidolon must have a Charisma score of at least 12 and must possess the Minor Magic evolution to take this evolution. The druid must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

**Sacrifice:** The eidolon can sacrifice its own hit points to heal another creature. As a bonus action, the eidolon can sacrifice up to 2 hit points per Hit Die and then touch the target creature, thereby healing the creature for half the amount sacrificed.

**See in Darkness:** The eidolon can see perfectly in darkness of any kind(natural or magical), including that created by deeper darkness.

**Swallow Whole:** The 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 Strength contest against the target. 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 can escape by dealing enough damage to the eidolon to reach 1/10th of its total hit points, at which point the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal.

**Web:** The 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. It can also use webbing as a ranged attack, which targets a creature within 50 feet. The target must succeed on a Strength saving throw against a DC of 8 + the eidolon's proficiency bonus + its Constitution modifier or be restrained until it breaks free. The webs have a number of hit points equal to the eidolon's total Hit Dice, and the eidolon can produce webbing up to 8 times per long rest. The eidolon must possess the Climb evolution to take this evolution.

### **4-Point Evolutions**

**Blindsight:** 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 Druid must be at least 11th level before selecting this evolution.

**Breath Weapon:** The eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, lightning, or fire. The eidolon can use this breath weapon a number of times equal to its proficiency bonus (minimum of once per long rest). The breath weapon deals damage equal to 1d6 points of the selected type per Hit Die it possesses. Those caught in the breath weapon can make a Dexterity saving throw against a DC of 8 + the eidolon's proficiency bonus + its Constitution modifier for half damage.

**Dimension Door:** The eidolon learns to cast dimension door once per long rest. The spell's save DC is 8 + the eidolon's proficiency bonus + its Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution.

**Fast Healing:** The eidolon's body gains the ability to heal wounds quickly, giving it fast healing equal to ½  of your druid level. At the start of each of its turns, the eidolon regains hit points equal to this amount. 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 the druid.

**Incorporeal Form:** Once per long rest, an eidolon can become incorporeal for 1 minute. While in this form, the eidolon gains the incorporeal subtype and incorporeal quality. It only takes half damage from nonmagical attacks and from spells or effects that deal damage. Likewise, its spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally.

**Large:** An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a -1 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 athletics checks, and a -2 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.

* If 6 additional evolution points are spent, the eidolon becomes Huge. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +4 bonus to its natural armor. It takes a -2 penalty to its Dexterity. This size change also gives the creature a -2 size penalty to its AC and on attack rolls, a +2 bonus to its athletics checks, 15-foot reach (10 feet for all other base forms), and a -4 penalty on Stealth skill checks. 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 ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

**Lifesense:** An eidolon can pinpoint living creatures with ease. The eidolon notices and locates living creatures within 60 feet, just as if it possessed blindsight evolution.

**No Breath:** 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.

**Ultimate Magic:** The eidolon learns to cast a powerful spell. Select one 3rd-level spell from the druid spell list. The eidolon can cast this spell once per long res. The spell's save DC is 8 + the eidolon's proficiency bonus + its Charisma modifier. The eidolon must have a Charisma score of at least 13 and must possess the Major Magic evolution to take this evolution.