NEW MONSTERS
CHAPTER 8
in those nearby. Any living creature within 10 feet of an eidolon must make a successful Will saving throw (DC 10 + 1/2 the eidolon’s Hit Dice + Wis modifier) each round or become confused for 1 round. Special Qualities: An elder eidolon loses all special qualities of the base creature, but gains the special qualities listed below. Construct Traits: An eidolon has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It has darkvision out to 60 feet and low-light vision. Damage Reduction: An eidolon gains damage reduction based on the base creature’s Hit Dice: Hit Dice 1–3 4–6 7–10 11–15 16 or more
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Damage Reduction 1/adamantine 3/adamantine 5/adamantine 7/adamantine 10/adamantine
Fast Repair (Ex): An eidolon repairs damage to itself at a rate of 5 hit points per round as long as it is above 0 hit points. Immunity to Magic (Ex): An eidolon is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Etherealness immediately repairs damage to an eidolon equal to the spell’s caster level. Dimensional anchor causes an eidolon to cease functioning for 1 round (treat as if dazed). Dimensional lock does not interfere with an eidolon’s operation, but an eidolon that enters the area of a dimensional lock spell or similar effect loses the benefits of its otherworldly geometry and its insanity aura. A transmute rock to mud spell slows an eidolon (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change an eidolon’s structure, but negates its damage reduction and immunity to magic for 1 round. Otherworldly Geometry (Su): An eidolon’s form incorporates what should be impossible geometrics. This warping of planar realities around an elder eidolon grants it a +4 deflection bonus to its Armor Class. Saves: Recalculate an eidolon’s saving throws. The eidolon’s base save bonuses are Fort +1/3 Hit Dice, Ref +1/3 Hit Dice, and Will +1/3 Hit Dice. Abilities: Modify the base creature’s ability scores as follows: Strength +8, Dexterity +4. An eidolon has no Constitution or Intelligence score. Change its Wisdom score to 11, and its Charisma score to 1.
Skills and Feats: An eidolon loses all skill points and feats, except feats that improve its attacks, such as Improved Natural Attack, Multiattack, or Weapon Finesse. Environment: Any. Organization: None. Challenge Rating: As base creature +3. Treasure: None. Alignment: Always neutral. Advancement: —. Level Adjustment: —.
CONSTRUCTING AN ELDER EIDOLON Although the technique to build eidolons is ancient and, for all practical purposes, lost to time, rules for creating them are presented here. Discovering the secrets of creating eidolons could form the core of a high-level adventure. The eidolon’s creator must have the Craft Construct feat. The eidolon’s body must be built from stone, and requires a DC 25 Craft (sculpting or stonemasonry) check. Knowledge (architecture and engineering) can be substituted for the Craft skill when building an eidolon. The cost of the eidolon’s body depends on its size: Size Tiny Small Medium Large Huge Gargantuan Colossal
Cost 500 gp 1,000 gp 2,000 gp 5,000 gp 10,000 gp 25,000 gp 50,000 gp
The market price is 6,000 gp per Hit Die of the eidolon, plus the cost of its body. The cost to create is 3,000 gp and 240 XP per Hit Die, plus the cost of the body. The minimum caster level to create an eidolon is equal to its Hit Dice. For example, a Gargantuan eidolon with 20 Hit Dice has a market price of 145,000 gp and requires 4,800 XP to create. The cost to create is 85,000 gp, and the caster must be at least 20th level.
GAS SPORE Large Plant Hit Dice: 10d8–30 (15 hp) Initiative: –3 Speed: 5 ft. (1 square), fly 20 ft. (poor) Armor Class: 6 (–1 size, –3 Dex), touch 6, flat-footed 6 Base Attack/Grapple: +7/+14 Attack: Slam +9 melee (1d6+4 and spores) Full Attack: Slam +9 melee (1d6+4 and spores) Space/Reach: 10 ft./5 ft. Special Attacks: Death throes, infestation Special Qualities: All-around vision, beholder camouflage, flight, low light vision Saves: Fort +4, Ref +0, Will +3 Abilities: Str 16, Dex 4, Con 4, Int —, Wis 10, Cha 1