Mythos Eidolons

A summoner’s eidolon is an outsider drawn from another realm, shaped and influenced by the summoner’s personality and mind. Sometimes, when a summoner is himself unhinged or mentally unstable, or when he throws caution to the wind and casts his magic into eldritch realms where mortals were not meant to tread, his eidolons become tainted by the unspeakable influence of the Mythos.

The choice to gain a Mythos eidolon must be made when the summoner first gains the eidolon ability, and cannot thereafter be changed. The Mythos eidolon can be Medium or Small, and its base form is as follows. Listed after the Mythos eidolon’s base form statistics are additional evolutions that a summoner with a Mythos eidolon can select for his eidolon. A Mythos eidolon’s basic form lacks arms or legs or even a regular shape at all, appearing as a protoplasmic mass of flesh. The overall shape of the eidolon grows as the summoner customizes the appearance, based on the choices of evolutions.

Mythos Eidolon Base Form

Starting Statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 tentacles (1d4); Ability Scores Str 14, Dex 13, Con 14, Int 7, Wis 10, Cha 11; Free Evolutions swim, tentacle (2)

Mythos Evolutions

The following evolutions are grouped by their cost in evolution points. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon’s evolution pool. Mythos eidolons can select the grab and pounce evolutions.

Compression (Ex)

The eidolon’s body is incredibly flexible, and it can move through an area as small as one-quarter its space without squeezing, or one-eighth its space when squeezing

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool. Mythos eidolons can select the constrict evolution.

Mythos Magic (Sp)

The eidolon gains the ability to cast a spell as a spell-like ability. Select one spell from the following list: cause fear, doom, entropic shield, grease, inflict light wounds, obscuring mist, ray of enfeeblement, or true strike. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this spell is equal to the eidolon’s Hit Dice –2. The save DC for the spell is 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 11. Only Mythos eidolons may select this evolution.

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.

Blood Drain (Ex)

The eidolon drains blood at the end of its turn if it grapples a foe, dealing 1d2 points of Constitution damage. The eidolon must possess the grab evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

Soul Drain (Ex)

The eidolon drains psychic energy at the end of its turn if it grapples a foe, dealing 1d2 points of Wisdom damage. The eidolon must possess the grab evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.

Internally Amorphous (Ex)

The eidolon’s internal organs become truly amorphous and malleable, even though its exterior remains relatively fixed as determined by the combination of its evolutions. The eidolon becomes immune to precision damage (like sneak attacks) and critical hits. Only Mythos eidolons may select this evolution.

Rend Sanity (Su)

The eidolon has a particularly horrific, mind-rending shape, and as a standard action, it can present itself to put these qualities on full display. When it does so, it assaults the senses of all living creatures within 30 feet, save for the summoner and a number of other creatures of the summoner’s choice equal to the summoner’s Charisma modifier. All affected creatures must make a successful Will saving throw (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma modifier) or become confused. At the start of the round after a creature is confused, that creature can attempt a new Will save against the same DC to end the effect. On a failure, the confusion effect lasts for a number of rounds equal to the summoner’s caster level.

A summoner must be 9th level to select this evolution. Once a creature successfully saves against rend sanity, that creature is immune to further attempts by that eidolon for 24 hours. This is a mind-affecting insanity effect. Only Mythos eidolons may select this evolution.


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