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Init +1; Senses Darkvision (60 ft.), Perception +4, Scent,
AC 17, touch 11, flat-footed 16
hp 33 (3HD)
Fort +4, Ref +2, Will +3
Defensive Abilities Evasion,
Speed 30 ft. (6 squares) Climb 30 ft.
Melee claw +6/+6 (1d6+3)
Melee gore +6 (1d8+3)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +6; CMD 17
Special Qualities Darkvision, Link, Scent, Share Spells,
Feats Combat Reflexes, Toughness
Skills Acrobatics +7, Appraise -2, Bluff +4, Climb +11, Craft (Untrained) -2, Escape Artist +1, Fly +5, Intimidate +6, Perception +4, Ride +1, Sense Motive +4, Stealth +5, Survival +4, Swim +3,
Clawed Hands (Ex) The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.
Climb (Ex) The eidolon becomes a skilled climber, gaining a climb speed equal to its base speed.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Gore (Ex) The eidolon grows a number of horns on its head, giving it a gore attack.
Improved Damage (Claw, Gore) (Ex) One of the eidolon's natural attacks is particularly deadly.
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.
Limbs (Arms) (Ex)
Limbs (Legs) (Ex)
Link (Ex) 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 dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can 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, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The summoner may 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 may 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.
Skills (Acrobatics, Fly, Intimidate, Survival)