Velho-D&D:Conjurixin summonit
Hyvät evoluutiot
Claws (Ex)
Source: PRG:APG
An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
Improved Damage (Ex)
Source: PRG:APG
One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. 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.
Magic Attacks (Su)
Source: PRG:APG
An 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 weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.
Resistance (Ex)
Source: PRG:APG
An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.
Skilled (Ex)
Source: PRG:APG
An 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 an eidolon selects this evolution, it applies to a different skill.
Sticky (Ex)
Source PCS:Champions
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 combat maneuver checks to initiate or maintain a grapple.
Giant simple template
Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex.
+4 str, +4 con + 7 hp, lightning bolt 6d6
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-lightning
+4 str, +4 con + 7 hp Constant—detect evil, magic circle against evil At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
aura of menace (DC 16),
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/hound-archon
+4 str, +4 con + 7 hp, DR +5
http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/lion
Sticky Giant Celestial crocodile + Augment summoning
- N Huge animal
- Init +0
- Senses low-light vision, darkvision 60 ft; Perception +8
- Speed 20 ft., swim 30 ft.; sprint (40ft 1 round)
- AC 16, touch 10, flat-footed 16 (+7 natural, –1 size)
- hp 41 (3d8+9+6+7+6)
- Fort +10, Ref +3, Will +2
- Resist Cold, Acid, and Electricity 5
- SR 7
- Melee bite +9 (2d6+8 plus grab) and tail slap +3 (2d6+5)
- Space 10 ft.; Reach 5 ft.
- Special Attacks death roll (2d6+12 plus trip)
- Str 27, Dex 10, Con 25, Int 1, Wis 12, Cha 2
- Base Atk +2; CMB +12 (+20 grapple); CMD 22 (26 vs. trip)
- Feats Skill Focus (Perception, Stealth)
- Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 on Stealth in water
- SQ hold breath
- Smite evil 1/day as a swift action, +3 dmg against target evil
- Death Roll (Ex)
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Lantern Archon + Augment summoning
- LG Small outsider (archon, extraplanar, good, lawful)
- Init +4;
- Senses darkvision 60 ft., low-light vision; Perception +4
- Speed fly 60 ft. (perfect)
- aura of menace (DC 13)
- AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
- hp 24 (2d10+2+4)
- Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
- DR 10/evil; Immune electricity, petrification
- Ranged 2 light rays +3 ranged touch (1d6)
- Spell-Like Abilities (CL 3rd): At Will—aid, continual flame, detect evil
- Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
- Base Atk +2; CMB –2; CMD 8
- Feats Improved Initiative
- Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
- Languages Celestial, Draconic, Infernal; truespeech
- aura of menace (DC 13)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.