Summoner Eidolons

An eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Table: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Table: Eidolon Base Statistics

Summoner
Level
HDBABGood
Saves
Poor
Saves
Skill
Points
FeatsArmor
Bonus
DRStr/Dex
Bonus
Evolution
Pool
Max
Attacks
Special
1st1+1+2+041+00+013Darkvision, link, share spells
2nd2+2+3+081+21+123Evasion
3rd3+3+3+1122+21+133
4th3+3+3+1122+21+134
5th4+4+4+1162+42+244Ability score increase
6th5+5+4+1203+42+254Devotion
7th6+6+5+2243+63+364
8th6+6+5+2243+63+364
9th7+7+5+2284+63+375Multiattack
10th8+8+6+2324+84+485Ability score increase
11th9+9+6+3365+84+495
12th9+9+6+3365+105+595
13th10+10+7+3405+105+5105
14th11+11+7+3446+105+5116Improved evasion
15th12+12+8+4486+126+6126Ability score increase
16th12+12+8+4486+126+6126
17th13+13+8+4527+147+7136
18th14+14+9+4567+147+7146
19th15+15+9+5608+147+7157
20th15+15+9+5608+168+8157

Eidolons and Alignment

Generally, the summoner controls the actions of his eidolon, even during combat, either through verbal commands or through the link ability, but this does not mean that the eidolon is a puppet that follows every command without question. Eidolons have been known to refuse actions that are against their ethoses or alignments (subject to the GM’s discretion) and are quick to chide the summoner about such requests.

In addition, should the action of the summoner cause a shift in alignment such that the summoner’s alignment is more than one step away from the eidolon’s, the eidolon refuses the call of the summoner (although the summoner can still use his summon monster class feature). If the summoner manages to restore his alignment, the eidolon returns to his service.

Eidolon Special Abilities

Eidolon Base Statistics

The following base statistics are shared by all eidolons and are shown on the table above.

Summoner Level

This is the summoner’s class level, which is used to determine the other statistics and overall power of the eidolon.

HD

This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BAB

This is the eidolon’s base attack bonus. 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.

Good Saves and Poor Save

These are the eidolon’s base saving throw bonuses. An eidolon possesses two good saving throws and one poor saving throw, determined by the creature’s base form.

Skill Points

This lists the eidolon’s total skill points. An eidolon can assign skill points to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon gains a number of skill points equal to 6 + its Intelligence modifier per Hit Die; however, the table only shows 4 per HD due to eidolons having a -2 Int modifier).

An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature’s evolutions change when the summoner gains a new level.

The following skills are class skills for eidolons: Arcane Lore, Deception, Insight, Perception, Stealth, and Theology. In addition, at 1st level, the summoner can choose two additional skills to be class skills for his eidolon.

Eidolons otherwise follow all the normal rules for skill points, skill ranks, and using skills.

Feats

This is the total number of feats possessed by an eidolon. Eidolons can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to such changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

Armor Bonus

The number noted here is the eidolon’s base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon.

DR

This is the base damage reduction gained by the eidolon. The eidolon’s subtype determines what overcomes the damage reduction and may add additional damage reduction to this bonus. For the purposes of stacking damage reduction, this is considered a bonus from Equipment. All DR gained from an eidolon’s subtype or evolutions increases this bonus, unless stated otherwise.

Str/Dex Bonus

Add this modifier to the eidolon’s Strength and Dexterity scores, which are determined by its base form. Some options available through the eidolon’s evolution pool might modify these scores.

Evolution Pool

The value given in this column is the total number of points in the eidolon’s evolution pool. Points in 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 of points 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).

Max Attacks

This indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. If it somehow possesses more attacks than this maximum, it must choose which attacks to use and cannot use more attacks in a round than this maximum. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

Darkvision

The eidolon has darkvision with a range of 60 feet.

Link

A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become temporarily inert. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells

The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion

If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Ability Score Increase

The eidolon adds 1 to one of its ability scores.

Devotion

An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack

An eidolon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains three or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion

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 Base Forms

Each eidolon has one of these 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, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by twos steps on Table: Damage Progression (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.

Aberrant

Aberrant form eidolons defy classification. They follow no logical forms or natural body plans, until suddenly they do.

Starting Statistics

Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack bite (1d6), tentacle (1d6); Ability Scores Str 12, Dex 13, Con 16, Int 7, Wis 10, Cha 11.

Biped

A bipedal eidolon is shaped much like a humanoid, occasionally even taking on an appearance superficially similar to the summoner.

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

This type of eidolon usually takes on the appearance of a powerful beast.

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

A mssive and powerful snake or dragon-like appearance is the preferred form of some eidolons.

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.

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(s): 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.

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.

Aberration

The aberration is unknown and unknowable, an eldritch thing that exists outside of natural laws. Its motivations, if any, are inscrutable, beyond the ability for mere mortals to understand.

Alignment

Chaotic evil, chaotic neutral, neutral, or neutral evil.

Base Form(s)

Aberrant: bite, grab [tentacle mass], tentacle mass
Biped: limbs [arms], limbs [legs], slam
Quadruped: bite, limbs [legs, 2]
Serpentine: bite, grab [bite], reach [bite], tail, tail slap

Base Evolutions

Starting at 1st level, aberration eidolons gain the following class skills in place of those normally gained by eidolons: Academics, Acrobatics, Arcane Lore, Athletics, Intimidate, Perception, and Stealth. The summoner can choose two additional skills to be class skills for his eidolon. Aberration eidolons count as both aberrations and outsiders for spells and effects. They gain a +4 racial bonus on saving throws against mind-affecting effects.

An aberration eidolon’s damage reduction is overcome by slashing weapons.

Aberration eidolons count as having the Aberrant Bloodline feat for the purposes of meeting prerequisites, allowing them to gain other Aberrant feats, but they gain none of the benefits of the Aberrant Bloodline feat. In addition, aberration eidolons can spend evolution points as if they were Mutation Points.

  • At 4th level, aberration eidolons add 1 point to their evolution pools.
  • At 8th level, aberration eidolons gain immunity to mindaffecting effects (including morale bonuses).
  • At 12th level, an aberration eidolon’s DR/slashing increases by 5. They also gain the blindsense evolution as a bonus evolution.
  • At 16th level, aberration eidolons gain the blindsight evolution. They also gain telepathy with a range of up to 100 feet.
  • At 20th level, aberration eidolons gain the ability to use transmogrify as a quickened spell-like ability once per day. These eidolons can gain the benefit of a transmogrify spell any number of times per day.

Angel

Hailing from the Upper 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(s)

Biped: limbs [arms], limbs [legs], slam
Quadruped: limbs [legs, 2], bite

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.

An angel eidolon’s damage reduction is overcome by evil-aligned weapons.

  • 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’ DR/evil increases by 5. They also gain the truespeech ability (see the angel subtype) and immunity to petrification.
  • 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).

Archon

Summoned from the Heavens, 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(s)

Biped: limbs [arms], limbs [legs], slam
Quadruped: limbs [legs, 2], bite

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.

An archon eidolon’s damage reduction is overcome by evil-aligned weapons.

  • 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’ DR/evil increases by 5. They also gain the truespeech ability (see the archon subtype) and immunity to petrification.
  • 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).
  • 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.

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 inflicting 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(s)

Aberrant: bite, grab [tentacle mass], tentacle mass
Biped
: claws, limbs [arms], limbs [legs]
Quadruped: limbs [legs, 2], bite
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.

A demon eidolon’s damage reduction is overcome by good-aligned weapons.

  • At 4th level, demon eidolons gain acid resistance 10 and cold resistance 10.
  • 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’ DR/good increases by 5. 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.
  • 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(s)

Biped: claws, limbs [arms], limbs [legs]
Quadruped: limbs [legs, 2], bite

Base Evolutions

Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Deception) evolution. They also gain a +4 bonus on saving throws against poison.

A devil eidolon’s damage reduction is overcome by good-aligned weapons.

  • At 4th level, devil eidolons gain acid resistance 10 and cold resistance 10.
  • At 8th level, devil eidolons gain the skilled (Persuasion) evolution and gain immunity to poison.
  • At 12th level, devil eidolons’ DR/good increases by 5. They also gain see in darkness (see the devil subtype).
  • At 16th level, devil eidolons lose the resistance (fire) evolution, and instead gain the immunity (fire) evolution. They also gain telepathy.
  • 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.

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(s)

Aberrant: bite, grab [tentacle mass], tentacle mass
Biped
: limbs [arms], limbs [legs], slam
Quadruped: limbs [legs, 2], bite
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.

An elemental eidolon’s damage reduction not overcome by any type of weapon.

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.
    • 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, elemental eidolons gain the following:
    • Air elemental eidolons gain the flight 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, elemental eidolons gain the following:
    • Air elemental eidolons gain the whirlwind ability, 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 and increase their DR/— by 5.
    • Fire elemental eidolons gain the energy attacks (f ire) evolution and the burn ability.
    • Water elemental eidolons gain the drench and vortex abilities. 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, though some take on the form of idealized animals.

Alignment

Lawful neutral.

Base Form(s)

Biped: limbs [arms], limbs [legs], slam
Quadruped: limbs [legs, 2], bite

Base Evolutions

At 1st level, inevitable eidolons count as constructs rather than outsiders for the purpose of effects such as the bane weapon special ability and the favored enemy class feature but still count as outsiders for all other purposes. They gain a +4 bonus on saving throws against death effects, disease, necromancy effects, paralysis, poison, sleep, and stun.

An inevitable eidolon’s damage reduction is overcome by chaotic-aligned weapons.

  • 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 eidolon’s DR/chaotic increases by 5. They also gain immunity to sleep, as well as the true speech ability (see the inevitable subtype).
  • 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(s)

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.

A demon eidolon’s damage reduction is overcome by lawful-aligned weapons.

  • 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’ DR/lawful increases by 5. 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).
  • 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).

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(s)

Biped: limbs [arms], limbs [legs], slam
Quadruped: bite, limbs [legs, 2]
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.

A demon eidolon’s damage reduction is overcome by weapons made of adamantine.

  • 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) and add 1 point to their evolution pools.
  • At 12th level, psychopomp eidolons’ DR/adamantine increases by 5. They also gain the spiritsense ability (see the psychopomp subtype).
  • 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 by an additional 5 and gain the immunity (cold) and immunity (electricity) evolutions.

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 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.

The Eidolon Evolutions

  • 1-Point Evolutions

    • Bite (Ex)

      The eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype.

    • Claws (Ex)

      The eidolon has a pair of vicious claws at the ends of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can be selected more than once, up to the number of limbs evolutions the eidolon possesses. This evolution can be applied to any number of limbs (arms) evolutions, but no more than one limbs (legs) evolution.

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype.

    • Climb (Ex)

      The eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.

    • Gills (Ex)

      The eidolon has gills and can breathe underwater indefinitely.

    • Improved Damage (Ex)

      One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die by two steps on Table: Damage Progression. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.

    • Improved Natural Armor (Ex)

      The 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, plus one additional time for every 5 levels the summoner possesses. Each additional time it’s taken, the bonus increases by 2.

    • Magic Attacks (Su)

      The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

    • Mount (Ex)

      The 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.

      Requirements: Demon, devil, elemental, or protean subtype; quadruped or serpentine base form.

    • Pincers (Ex)

      An eidolon grows large pincers at the ends of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to their pincers gain a +2 bonus on combat maneuver checks to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of limbs (arms) evolutions the eidolon possesses.

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype.

    • Pull (Ex)

      he eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. 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.

      Requirements: Reach of 10 feet or more.

    • Push (Ex)

      The eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category 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. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

    • Reach (Ex)

      One of the eidolon’s attacks is capable of striking foes at a distance. Select one attack. The eidolon’s reach with that attack increases by 5 feet.

    • Resistance (Ex)

      The 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). Select one energy type (acid, cold, electricity, f ire, or sonic). The eidolon gains resistance 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 the eidolon selects this evolution, it applies to a different energy type.

    • Scent (Ex)

      The eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, the range 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. It can detect the direction as 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.

    • Skilled (Ex)

      The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.

    • Slam (Ex)

      The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of the eidolon’s limbs (arms) evolutions.

    • Sting (Ex)

      The eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses.

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype; tail evolution.

    • Swim (Ex)

      The eidolon gains webbed hands, webbed feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet.

    • Tail (Ex)

      The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than once.

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype.

    • Tail Slap (Ex)

      The eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses.

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype; tail evolution.

    • Tentacle (Ex)

      The eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

      Requirements: Demon or protean subtype.

    • Tentacle Mass (Ex)

      The eidolon grows a thick mass of tentacles that can be used as a primary natural weapon. The tentacles deal 1d8 points of damage if the eidolon is Medium. Eidolons with the grab evolution that is linked to a tentacle mass can use that ability to grapple foes of up to the eidolon’s size.

      Requirements: Aberrant base form.

    • Wing Buffet (Ex)

      The eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).

      Requirements: Flight (wings) evolution.

  • 2-Point Evolutions

    • Ability Increase (Ex)

      The 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 be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.

    • Blood Frenzy (Ex)

      When the eidolon is dealt damage, it enters a blood frenzy. It gains a +2 morale bonus on attack rolls and weapon damage rolls and attacks the nearest creature each round, friend or foe, although it ceases attacking its summoner after hitting once. The frenzy lasts for 5 rounds or until the eidolon can perceive no creatures. At the end of that time, the eidolon is fatigued for 1 minute. It cannot enter a blood frenzy while fatigued.

      Requirements: Aberration or demon subtype; summoner level 7th.

    • Constrict (Ex)

      The 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 the grab evolution is tied to.

      Requirements: Aberrant or serpentine base form; grab evolution.

    • Energy Attacks (Su)

      The eidolon’s attacks become charged with energy. Select 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.

      Requirements: Summoner level 5th.

    • Flight (Ex or Su)

      The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on its size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability.

      For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. If the eidolon flies by magic, this is a supernatural ability.

      The eidolon can increase its fly speed by spending additional evolution points, gaining a 20-foot increase to its fly speed for each additional point spent.

      Requirements: Summoner level 5th.

    • Gore (Ex)

      The 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).

      Requirements: Demon, devil, elemental, protean, or psychopomp subtype.

    • Grab (Ex)

      The eidolon becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the eidolon grapples the target. This ability works only on creatures at least one size category smaller than the eidolon. Eidolons with this evolution gain a +4 bonus on combat maneuver checks to grapple.

    • Immunity (Su)

      The eidolon’s body becomes extremely resilient to one energy type. Select 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.

      Requirements: Summoner level 7th.

    • Limbs (Ex)

      The 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 slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

    • Poison (Ex)

      The eidolon secretes toxic venom, gaining a poison attack. Select one bite or sting attack. Whenever the selected attack hits, the target is poisoned. This poison can be used no more than once per round.

      Eidolon Poison
      Type: Poison Injury; Save: 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier
      Frequency: 1/round for 4 rounds
      Effect: 1d4 Str damage
      Cure: 1 save
      For 2 additional evolution points, this poison deals Constitution damage instead.

      Requirements: Summoner level 7th; demon, devil, elemental, or protean subtype; bite or sting evolution.

    • Rake (Ex)

      The eidolon grows dangerous claws on its feet, allowing it to make two rake attacks against foes it is grappling. These attacks are primary attacks. The eidolon can make these additional attacks each time it succeeds at a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution counts as one natural attack toward the eidolon’s maximum.

      Requirements: Summoner level 4th, quadruped base form.

    • Rend (Ex)

      The 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 on to 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.

      Requirements: Summoner level 6th, claws evolution.

    • Trample (Ex)

      The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon’s Strength modifier.

      Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Strength modifier.

      A trampling eidolon can deal trampling damage to a specific creature only once per round.

      Requirements: Biped or quadruped base form.

    • Tremorsense (Ex)

      The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground.

      Requirements: Summoner level 7th.

    • Trip (Ex)

      The 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, it can attempt a free combat maneuver check. If the eidolon succeeds at this check, the target is knocked prone. If the eidolon fails, it is not tripped in return. This ability works only on creatures of a size category equal to or smaller than the eidolon.

      Requirements: Demon, devil, elemental, or protean subtype; bite evolution.

    • Weapon Training (Ex)

      The eidolon learns to use weapons, gaining Weapon Proficiency as a bonus feat. This evolution can be selected more than once, selecting a different weapon group or exotic weapon each time.

  • 3-Point Evolutions

    • Alien Consciousness (Ex)

      The eidolon’s mind is dangerously incomprehensible to mortals who contact it. Non-aberrations that read the eidolon’s mind or make mental contact with it take 1d4 points of Wisdom damage. This contact also includes communication via telepathy—an eidolon that has telepathic capability must initiate this particular contact as a swift action against a single target in order to force its alien consciousness on another creature. A successful Will saving throw (DC = 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier) halves the damage.

      Once a creature has been subjected to the eidolon’s alien consciousness, it is immune to further damage from that eidolon’s alien consciousness for 24 hours. The eidolon’s summoner is immune to his own eidolon’s alien consciousness, but he can still be affected by other eidolons’ alien consciousnesses. This is a mind-affecting effect.

      Requirements: Aberration or protean subtype; summoner level 9th.

    • Blindsense (Ex)

      The eidolon’s senses become incredibly acute, giving it blindsense with a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it can’t see without having to attempt a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon’s movement, and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

      Requirements: Summoner level 9th.

    • Burrow (Ex)

      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 base speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.

      Requirements: Summoner level 9th.

    • Damage Reduction (Su)

      The eidolon’s body becomes more resistant to harm. Increase the eidolon’s damage reduction granted by by 5.

      Requirements: Summoner level 15th, damage reduction granted by the eidolon’s subtype.

    • Frightful Presence (Ex)

      The eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must succeed at a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent that fails this save, that opponent becomes frightened instead. Foes with more Hit Dice than the eidolon are immune to this effect.

      Requirements: Summoner level 11th.

    • Pounce (Ex)

      The eidolon gains quick reflexes, allowing it to make a full attack after a charge.

      Requirements: Summoner level 7th, quadruped base form.

    • Swallow Whole (Ex)

      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 combat maneuver check to swallow the creature. The creature must be at least one size category smaller than the eidolon. Swallowed creatures take an amount of bludgeoning damage equal to the eidolon’s bite damage each round + 1d6 points of damage.

      A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light piercing or slashing 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 can be swallowed again.

      Requirements: Summoner level 9th; demon, devil, elemental, protean, or psychopomp subtype; grab (bite) evolution.

    • Web (Ex)

      The eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus one creature of up to the same size. It can throw webbing as a ranged touch attack up to eight times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with a successful Acrobatics check, or with a Strength check at a –4 penalty. The DC of these checks is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. The webs have a hardness of 0 and a number of hits points equal to the eidolon’s total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint the location of any creature touching its webs.

      Requirements: Summoner level 7th; demon or protean subtype; climb evolution.

  • 4-Point Evolutions

    • Amorphous (Ex)

      The eidolon’s biology lacks discernible weak points. It is not subject to critical hits and sneak attacks.

    • Blindsight (Ex)

      The eidolon’s senses sharpen even further, granting it blindsight with 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.

      Requirements: Summoner level 11th, blindsense evolution.

    • Breath Weapon (Su)

      The eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select acid, cold, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. The eidolon can use this ability once per day. The eidolon can gain additional uses of this ability per day by spending 1 evolution point per additional use (to a maximum of three total uses per day).

      Requirements: Summoner level 9th.

    • Disease (Ex)

      One of the eidolon’s natural weapons carries a disease chosen from the following list: bubonic plague, filth fever, leprosy, red ache, or shakes. Each hit forces a saving throw against the disease’s normal effects. The disease has no onset, however. The save DC equals 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Constitution modifier. The eidolon can expose a creature to its disease no more than once per round. By spending 2 additional evolution points, you can instead choose the following additional diseases: demon fever (only if the eidolon has the demon subtype), devil chills (only if the eidolon has the devil subtype), or slimy doom.

      Requirements: Aberration, demon, or devil subtype; summoner level 7th.

    • Fast Healing (Su)

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

      Requirements: Summoner level 11th.

    • Large (Ex)

      The 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 –2 penalty to Dexterity. This size change also gives the creature a –1 size penalty to AC and on attack rolls, a +1 bonus on combat maneuver checks and to CMD and a –4 penalty on Stealth checks. If the eidolon has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the eidolon possesses are added to this total.

      If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to Dexterity. This size change also gives the creature a –2 size penalty to AC and on attack rolls, a +2 bonus on combat maneuver checks and to CMD, a 10-foot reach and a –8 penalty on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet instead of 10 feet. 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.

      Requirements: Summoner level 8th (13th for Huge), Medium size.

    • Spell Resistance (Ex)

      The 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.

      Requirements: Summoner level 9th.