eldritch beast

See also: Sample Eldritch Beasts


An eldritch beast’s abilities are determined by the eldritch tamer’s level, its base shape, the eldritch spirit bound to it, and (to a lesser extent) by the original creature. Table: Eldritch Beast Base Statistics determines many of the base statistics of the eldritch beast. All eldritch beasts, regardless of the shape or original creature, are considered creatures of the Magical Beast type and Extraplanar subtype for purposes of determining what spells and abilities can affect them.

Table: Eldritch Beast Base Statistics

Class Level HD BAB Good Saves Bad Saves Feats Armor Bonus Special
1st 1 +1 +2 +0 1 +0 Darkvision, Low-light Vision, Cantrips, Beast Spell (1st)
2nd 2 +2 +3 +0 1 +2
3rd 3 +3 +3 +1 2 +2 Evasion
4th 3 +3 +3 +1 2 +2 Beast Spell (2nd)
5th 4 +4 +4 +1 2 +4 Ability score increase
6th 5 +5 +4 +1 3 +4 Devotion
7th 6 +6 +5 +2 3 +6 Beast Spell (3rd)
8th 6 +6 +5 +2 3 +6
9th 7 +7 +5 +2 4 +6 Multiattack
10th 8 +8 +6 +2 4 +8 Ability score increase, Beast Spell (4th)
11th 9 +9 +6 +3 5 +8
12th 9 +9 +6 +3 5 +10
13th 10 +10 +7 +3 5 +10 Beast Spell (5th)
14th 11 +11 +7 +3 6 +10 Improved evasion
15th 12 +12 +8 +4 6 +12 Ability score increase
16th 12 +12 +8 +4 6 +12 Beast Spell (6th)
17th 13 +13 +8 +4 7 +14
18th 14 +14 +9 +4 7 +14
19th 15 +15 +9 +5 8 +14
20th 15 +15 +9 +5 8 +16
Legendary Beast 20 +20 +12 +6 10 +16 Ability score increase x2, DR 10/epic, Double Spells
  • Class Level: This is the character’s eldritch trainer level.
  • HD: This is the total number of 10-sided (d10) Hit Dice the eldritch beast possesses, each of which gains a Constitution modifier, as normal.
  • BAB: This is the eldritch beast’s base attack bonus. An eldritch beast’s base attack bonus is equal to its Hit Dice. Eldritch beast do not gain additional attacks using their natural weapons for a high base attack bonus.
  • Good/Bad Saves: These are the eldritch beast’s base saving throw bonuses. All eldritch beasts possesses good Fortitude and Reflex saves and poor Will saves.
  • Skills: An eldritch beast receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. An eldritch beast can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. An eldritch beast cannot have more ranks in a skill than it has Hit Dice.
    • Eldritch Beast Skills: The following skills are class skills for eldritch beasts: Acrobatics (Dex), Climb (Str), Fly (Dex), Perception (Wis), Stealth (Dex), and Swim (Str). In addition, each eldritch beast gains additional class skills based on its eldritch spirit(s).
  • Feats: This is the total number of feats possessed by an eldritch beast. Eldritch beasts can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. If, due to changes, the eldritch beast no longer qualifies for a feat, the feat has no effect until the eldritch beast once again qualifies for the feat.
  • Armor Bonus: The number noted here is the eldritch beast’s base natural armor bonus. This number is modified by the eldritch beast’s base form and some eldritch spirits. An eldritch beast cannot wear armor of any kind, as the armor interferes with the trainer’s ability to draw spells from the eldritch beast.
  • Special: This includes a number of abilities gained by all eldritch beasts as they increase in power. Each of these bonuses is described below.
    • Darkvision (Ex): The eldritch beast has darkvision out to a range of 60 feet.
    • Cantrips (Sp): Each eldritch beast learns one cantrip (from a list determined by its eldritch spirit). This cantrip can be used by the eldritch beast at will as a spell-like ability.
    • Beast Spells: Each eldritch beast learns a number of spells selected from a list determined by their eldritch spirit. The eldritch beast cannot cast these spells on its own, but they can be used by the eldritch tamer when the beast is summoned.
    • Evasion (Ex): If an eldritch beast is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
    • Ability Score Increase (Ex): The eldritch beast adds +1 to one of its ability scores.
    • Devotion (Ex): An eldritch beast gains a +4 morale bonus on Will saves against enchantment spells and effects.
    • Multiattack: An eldritch beast gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eldritch beast instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eldritch beast later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
    • Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an eldritch beast takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Eldritch Beast Base Form

Each eldritch beast has one of several base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eldritch beast’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eldritch beast attacks add the eldritch beast’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier.

The base form of the eldritch beast must match the original creature as closely as possible (as agreed upon by the eldritch trainer and the GM). In addition to these base statistics, the creature being bound as an eldritch beast also influences the eldritch beast’s ability scores. The ability score modifier of the original creature is applied as a bonus or penalty to the abilities of the new eldritch beast. Thus an ogre that is captured and turned into an eldritch beast would gain +5 to Strength, +2 to Constitution, -1 to Dexterity, and -2 to Intelligence and Charisma, applied to the humanoid base form.

Base Forms:

  • Piscine: Size Small; Speed 20 ft., Swim 40 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 12, Dex 13, Con 14, Int 4, Wis 12, Cha 6; Special Qualities Breathe Water
    • First Evolution: Size Medium; Speed Swim 60 ft.; Attack bite (1d6); Ability Scores Str 14, Dex 13, Con 14, Int 6, Wis 12, Cha 6
    • Second Evolution: Size Large; Attack bite (1d8); Ability Scores Str 18, Dex 13, Con 16, Int 6, Wis 12, Cha 6; Special Qualities Blindsense
  • Crustacean: Size Small; Speed 20 ft.; AC +4 natural armor; Attack 2 pincers, secondary (1d4); Ability Scores Str 12, Dex 14, Con 16, Int 2, Wis 10, Cha 7; Special Qualities Grab
    • First Evolution: Size Medium; Attack pincers (1d6); Ability Scores Str 16, Dex 14, Con 16, Int 2, Wis 10, Cha 7; Special Qualities Constrict
    • Second Evolution: Size Large; AC +2 natural armor; Attack pincers (2d6); Ability Scores Str 17, Dex 14, Con 16, Int 2, Wis 10, Cha 12
  • Insect: Size Small; Speed 20 ft.; AC +2 natural armor; Attack Bite (1d4), Sting (1d3); Ability Scores Str 8, Dex 17, Con 12, Int 2, Wis 12, Cha 10; Special Qualities Tremorsense
    • First Evolution: Size Medium; Speed Climb 10 ft.; Attack Bite (1d6), Sting (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 10
    • Second Evolution: Size Large; Attack Bite (1d8), Sting (1d6); Ability Scores Str 14, Dex 17, Con 14, Int 2, Wis 14, Cha 10; Special Qualities Web
  • Avian: Size Small; Speed 20 ft., Fly 40-ft. (good); AC +2 natural armor; Attack bite (1d4), 2 wing buffets, secondary (1d3); Ability Scores Str 7, Dex 16, Con 10, Int 4, Wis 14, Cha 10
    • First Evolution: Size Medium; Speed Fly 60-ft. (good); Attack bite (1d6), 2 wing buffets, secondary (1d4); Ability Scores Str 9, Dex 18, Con 10, Int 4, Wis 14, Cha 10
    • Second Evolution: Size Large; Speed Fly 100-ft. (average); Attack bite (1d8), 2 wing buffets, secondary (1d4); ; Ability Scores Str 13, Dex 20, Con 10, Int 4, Wis 14, Cha 10; Special Qualities Mount
  • Serpentine: Size Small; Speed 20 ft.; AC +2 natural armor; Attack bite (1d4), tail slap, secondary (1d4); Ability Scores Str 10, Dex 16, Con 11, Int 6, Wis 10, Cha 8; Special Qualities Grab (tail)
    • First Evolution: Size Medium; Attack bite (1d6), tail slap, secondary (1d6); Ability Scores Str 14, Dex 16, Con 11, Int 6, Wis 10, Cha 8; Special Quality Constrict
    • Second Evolution: Size Large; Attack bite (1d8), tail slap, secondary (1d8); Ability Scores Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 10
  • Cephalopod: Size Small; Speed 20 ft., Swim 40 ft.; AC +2 natural armor; Attack 2 tentacles, secondary (1d3); Ability Scores Str 12, Dex 13, Con 14, Int 6, Wis 13, Cha 3; Special Qualities Breathe Water
    • First Evolution: Size Medium; Attack 2 tentacles, secondary (1d4); Ability Scores Str 14, Dex 13, Con 14, Int 8, Wis 13, Cha 3; Special Qualities Grab
    • Second Evolution: Size Large; Attack 2 tentacles, secondary (1d6); Ability Scores Str 18, Dex 13, Con 16, Int 8, Wis 13, Cha 3; Special Qualities Constrict
  • Testudine (Turtle): Size Small; Speed 20 ft., Swim 20 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 12, Dex 10, Con 15, Int 4, Wis 14, Cha 8
    • First Evolution: Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 12, Dex 10, Con 17, Int 6, Wis 14, Cha 8; Special Qualities Grab
    • Second Evolution: Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str 18, Dex 10, Con 17, Int 6, Wis 14, Cha 8
  • Saurian (Lizard): Size Small; Speed 30 ft., Climb 30 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 16, Con 12, Int 2, Wis 12, Cha 6; Special Qualities Scent
    • First Evolution: Size Medium; Attack bite (1d8), 2 claws (1d4); Ability Scores Str 15, Dex 16, Con 14, Int 2, Wis 12, Cha 6
    • Second Evolution: Size Large; Attack bite (2d6), 2 claws (1d6); Ability Scores Str 19, Dex 14, Con 18, Int 2, Wis 12, Cha 6; Special Qualities Keen Scent
  • Anurine (Frog): Size Small; Speed 30 ft., Swim 30 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 15, Dex 13, Con 16, Int 2, Wis 9, Cha 6
    • First Evolution: Size Medium; Attack bite (1d6); Ability Scores Str 17, Dex 13, Con 18, Int 2, Wis 9, Cha 6; Special Qualities Grab
    • Second Evolution: Size Large; Attack bite (1d8); Ability Scores Str 17, Dex 13, Con 20, Int 2, Wis 9, Cha 10; Special Qualities Swallow Whole
  • Dragon: Size Small; Speed 20 ft.; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 14, Dex 8, Con 12, Int 6, Wis 10, Cha 13; Special Qualities Magic Attacks
    • First Evolution: Size Medium; Attack slam (1d8); Ability Scores Str 18, Dex 8, Con 12, Int 8, Wis 10, Cha 13
    • Second Evolution: Size Large; Attack slam (2d6), bite (2d6); Ability Scores Str 20, Dex 8, Con 16, Int 10, Wis 10, Cha 13
  • Humanoid: Size Small; Speed 30 ft.; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 10, Dex 10, Con 10, Int 11, Wis 10, Cha 10; Special Qualities Tool User
    • First Evolution: Size Medium; Attack slam (1d8); Ability Scores Str 12, Dex 12, Con 10, Int 11, Wis 10, Cha 12
    • Second Evolution: Size Large; Attack slam (2d6); Ability Scores Str 12, Dex 12, Con 12, Int 13, Wis 12, Cha 14
  • Amorphous: Size Small; Speed 20 ft.; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 12, Dex 10, Con 16, Int 1, Wis 12, Cha 5; Special Qualities Amorphous
    • First Evolution: Size Medium; Attack slam (1d8); Ability Scores Str 12, Dex 10, Con 20, Int 1, Wis 12, Cha 5
    • Second Evolution: Size Large; Attack slam (2d6); Ability Scores Str 12, Dex 12, Con 24, Int 1, Wis 12, Cha 5; Special Qualities Blindsight
  • Rodent: Size Small; Speed 30 ft, Climb 30 ft; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 8, Dex 17, Con 12, Int 6, Wis 12, Cha 6
    • First Evolution: Size Medium; Attack bite (1d8); Ability Scores Str 8, Dex 19, Con 14, Int 6, Wis 12, Cha 6; Special Qualities Scent
    • Second Evolution: Size Large; Speed Burrow 15 ft.; Attack bite (2d6); Ability Scores Str 12, Dex 21, Con 14, Int 6, Wis 12, Cha 6
  • Canine: Size Small; Speed 30 ft; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities Scent
    • First Evolution: Size Medium; Attack bite (1d8); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 14, Cha 6; Special Qualities Trip
    • Second Evolution: Size Large; Attack bite (2d6); Ability Scores Str 15, Dex 15, Con 15, Int 4, Wis 16, Cha 6; Special Qualities Keen Scent
  • Feline: Size Small; Speed 40 ft; AC +2 natural armor; Attack 2 claws (1d3); Ability Scores Str 12, Dex 16, Con 13, Int 2, Wis 12, Cha 6
    • First Evolution: Size Medium; Attack 2 claws (1d4), bite (1d6); Ability Scores Str 14, Dex 16, Con 13, Int 2, Wis 12, Cha 8; Special Qualities Pounce
    • Second Evolution: Size Large; Attack 2 claws (1d6), bite (1d8); Ability Scores Str 16, Dex 16, Con 15, Int 4, Wis 12, Cha 8; Special Qualities Rake
  • Simian: Size Small; Speed 20 ft, Climb 20 ft.; AC +2 natural armor; Attack 2 claws (1d3), bite (1d4); Ability Scores Str 10, Dex 15, Con 10, Int 9, Wis 10, Cha 7; Special Qualities Tool User
    • First Evolution: Size Medium; Speed 30 ft, Climb 30 ft.; Attack 2 claws (1d4), bite (1d6); Ability Scores Str 12, Dex 15, Con 12, Int 9, Wis 10, Cha 7
    • Second Evolution: Size Large; Attack 2 claws (1d6), bite (1d8); Ability Scores Str 16, Dex 13, Con 16, Int 9, Wis 10, Cha 7; Special Qualities Rend
  • Ruminant: Size Small; Speed 30 ft; AC +2 natural armor; Attack 2 hooves, secondary (1d3), gore (1d4); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 10
    • First Evolution: Size Medium; Attack 2 hooves, secondary (1d4), gore (1d6); Ability Scores Str 18, Dex 12, Con 12, Int 2, Wis 11, Cha 10; Special Qualities Trample
    • Second Evolution: Size Large; AC +2 natural armor; Attack 2 hooves, secondary (1d6), gore (1d8); Ability Scores Str 18, Dex 10, Con 18, Int 2, Wis 13, Cha 10; Special Qualities Mount
  • Mineral: Size Small; Speed 20 ft, Burrow 10 ft.; AC +4 natural armor; Attack slam (1d6); Ability Scores Str 15, Dex 6, Con 15, Int 2, Wis 13, Cha 10
    • First Evolution: Size Medium; AC +2 natural armor; Attack slam (1d8); Ability Scores Str 17, Dex 6, Con 17, Int 2, Wis 13, Cha 10; Special Qualities Tremorsense
    • Second Evolution: Size Large; Attack slam (2d6); AC +2 natural armor; Ability Scores Str 20, Dex 6, Con 20, Int 2, Wis 13, Cha 12
  • Plant: Size Small; Speed 10 ft; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 13, Dex 8, Con 14, Int 2, Wis 16, Cha 9; Special Qualities Immunity to paralysis, sleep effects, and stunning.
    • First Evolution: Size Medium; Attack 2 slams (1d8); Ability Scores Str 13, Dex 8, Con 16, Int 2, Wis 16, Cha 11
    • Second Evolution: Size Large; AC +2 natural armor, Attack 2 slams (2d6); Ability Scores Str 15, Dex 8, Con 18, Int 2, Wis 18, Cha 11

Eldritch Spirits

  • Bug Spirit: Beasts with Dark spirits gain no additional subtypes. They invariably have insectoid features (such as chitinous shells, insectoid wings, or mandibles) even if they do not have the insect base form.
    • Requirements: Captured creatures with the Vermin type must always have Bug as one of their spirits.
    • Base Abilities: +2 Dex and Con; Grow 2 additional legs (add 10 ft. to base land speed); Immune to Mind-affecting effects
    • First Evolution: +2 Dex and Wis; +4 natural armor; One natural attack gains the Grab ability
    • Second Evolution: +2 Dex and Str; Gain Fly speed equal to base land speed (good maneuverability) or +20 ft. to existing fly speed; One natural attack is poisonous (1d4 Str per round for 4 rounds)
    • Beast Spells:
      • 0th: Breeze, Ghost Sound
      • 1st: Ant Haul, Sleep, Spider Climb
      • 2nd: Summon Swarm, Web, Web Shelter
      • 3rd: Giant Vermin, Pain Strike, Vermin Shape I
      • 4th: Cape of Wasps, Deep Slumber, Insect Plague
      • 5th: Creeping Doom, Fleshworm Infestation, Vermin Shape II
      • 6th: Cloak of Dreams, Mass Pain Strike, Swarm Skin
  • Dark Spirit: Beasts with Dark spirits gain the Evil subtype. Their fur, scales, feathers, and flesh all tend to be black or dark gray in color and often have horns or other additional features which give them a diabolic appearance.
    • Requirements: Captured creatures with the Evil subtype must always have Dark as one of their spirits.
    • Base Abilities: +4 Wis; Shadow Blend; Immune to Mind-affecting effects
    • First Evolution: +2 Con, +2 Wis; +2 natural armor; See in Darkness
    • Second Evolution: +4 Con; Fast Healing 1
    • Beast Spells:
      • 0th: Bleed, Penumbra
      • 1st: Bane, Cloak of Shade, Interrogation
      • 2nd: Brow Gasher, Darkness, Dread Bolt
      • 3rd: Call the Void, Crushing Despair, Deeper Darkness
      • 4th: Malicious Spite, Shadow Step, Unholy Blight
      • 5th: Black Spot, Covetous Aura, Shadow Walk
      • 6th: Blasphemy, Eyebite, Leashed Shackles
  • Dragon Spirit:
    • Requirements: Captured creatures with the Dragon type must always have Dragon as one of their spirits.
    • Base Abilities: +2 Str, +2 Cha; Gain Bite attack (or bite deals damage as 1 size larger); Damage Reduction 5/magic
    • First Evolution: +2 Str, +2 Cha; Breath Weapon (1/day, 60-ft. line, 1d6 per HD, any one energy type)
    • Second Evolution: +2 Str, +2 Cha; Breath Weapon 3/day; Gain Fly speed equal to base land speed (good maneuverability) or +20 ft. to existing fly speed
    • Beast Spells:
      • 0th: Detect Magic, Spark
      • 1st: Command, Magic Aura, Remove Fear
      • 2nd: Blistering Invective, Enthrall, Snapdraon Fireworks
      • 3rd: Dispel Magic, Draconic Resevoir, Rage
      • 4th: Air Walk, Dragon’s Breath, Spell Immunity
      • 5th: Greater Dispel Magic, Spell Resistance, Vengeful Outrage
      • 6th: Antimagic Field, Analyze Dweomer, Form of the Dragon I
  • Thunder Spirit: Beasts with Thunder spirits gain no additional subtypes. Their fur, scales, or feathers always have a bright yellow coloration, and their tails, joints, or hair are often sharply angled or spikey in appearance.
    • Requirements: none
    • Base Abilities: +4 Dex; Immune to Electricity; Natural attacks deal +1d6 electricity damage
    • First Evolution: +4 Dex; Immune to Sonic; +10 ft. base speed
    • Second Evolution: +4 Dex; +10 ft. to base speed; Natural attacks have the Thundering special quality (save DC Con based)
    • Beast Spells:
      • 0th: Jolt, Light
      • 1st: Expeditious Retreat, Shocking Grasp, Shock Shield
      • 2nd: Blur, Defensive Shock, Hold Person
      • 3rd: Haste, Lightning Bolt, Sheet Lightning
      • 4th: Ball Lightning, Hold Monster, Shocking Image
      • 5th: Call Lightning Storm, Lightning Arc, Litany of Thunder
      • 6th: Chain Lightning, Control Weather, Mass Hold Person
  • Fighting Spirit: Beasts with Fighting spirits gain no additional subtypes. They are invariably very muscular and powerful looking and often have oversized hands, paws, or heads.
    • Requirements: none
    • Base Abilities: +4 Str, +2 Con; +2 natural armor; Gain an additional Slam attack
    • First Evolution: +2 Str, +2 Con; Gain proficiency with all Simple and Martial weapons
    • Second Evolution: +2 Str, +2 Con; Slam attack deals damage as 1 size larger; Damage Reduction 5/magic
    • Beast Spells:
      • 0th: Touch of Fatigue, Virtue
      • 1st: Compel Hostility, Enlarge Person, Mage Armor
      • 2nd: Aid, Bull’s Strength, Shield Other
      • 3rd: Deadly Juggernaut, Heroism, Locate Weakness
      • 4th: Blessing of Fervor, Force Punch, Mass Enlarge Person
      • 5th: Greater Heroism, Interposing Hand, Righteous Might
      • 6th: Forceful Hand, Mass Bull’s Strength, Transformation
  • Fire Spirit: Beasts with Fire spirits gain the Fire subtype. Their fur, scales, feathers, and flesh tend toward shades of red and orange and may actually be on fire.
    • Requirements: Captured creatures with the Fire subtype must always have Fire as one of their spirits.
    • Base Abilities: +2 Dex, +2 Cha; Natural attacks deal +1d6 fire damage and gain the Burn ability
    • First Evolution: +2 Con, +2 Cha; Cast Scorching Ray 3/day as a spell-like ability
    • Second Evolution: +2 Str, +2 Dex; Breath Weapon 1/day (30-ft. cone of fire, 1d6 per HD)
    • Beast Spells:
      • 0th: Flare, Spark
      • 1st: Burning Disarm, Burning Hands, Flare Burst
      • 2nd: Burning Gaze, Fire Breath, Pyrotechnics
      • 3rd: Ash Storm, Continual Flame, Fireball
      • 4th: Firefall, Fire Shield, Wall of Fire
      • 5th: Contagious Flame, Fire Snake, Flame Strike
      • 6th: Firebrand, Fire Storm, Hellfire Ray
  • Wind Spirit: Beasts with Wind spirits gain the Air subtype. They invariably have wings, though those may be feathered, furred, or scaled.
    • Requirements: Captured creatures with the Air subtype must always have Wind as one of their spirits.
    • Base Abilities: +2 Dex, +2 Wis; Grow wings and gain a fly speed equal to base land speed (or +40 feet to existing fly speed); Gust of Wind 1/day as a spell-like ability
    • First Evolution: +2 Dex, +2 Int; +20 feet to existing fly speed and maneuverability improves to Perfect
    • Second Evolution: +4 Dex; Gain the Whirlwind ability
    • Beast Spells:
      • 0th: Breeze, Dancing Lights
      • 1st: Alter Winds, Feather Fall, Obscuring Mist
      • 2nd: Fog Cloud, Glide, Gust of Wind
      • 3rd: Cloak of Winds, Fly, Wind Wall
      • 4th: Hurricane Blast, River of Wind, Solid Fog
      • 5th: Control Winds, Fickle Winds, Overland Flight
      • 6th: Eagle Aerie, Scouring Winds, Sirocco
  • Death Spirit: Beasts with Death spirits gain the Incorporeal subtype. They appear whispy and indistinct, and often have a purplish hue to their forms.
    • Requirements: Captured creatures with the Undead type or Incorporeal subtype must always have Death as one of their spirits.
    • Base Abilities: +2 Wis, +2 Cha; Incorporeal; Magic Attacks
    • First Evolution: +2 Dex, +2 Cha; Unnatural Aura; All natural attacks have Ghost Touch
    • Second Evolution: +2 Int, +2 Cha; Lifesense
    • Beast Spells:
      • 0th: Ghost Sound, Touch of Fatigue
      • 1st: Cause Fear, Ray of Enfeeblement, Vanish
      • 2nd: Desecrate, Haunting Mists, Mirror Image
      • 3rd: Gaseous Form, Ray of Exhaustion, Undead Anatomy I
      • 4th: Enervation, Fear, Shadow Projection
      • 5th: Nightmare, Waves of Fatigue, Undead Anatomy II
      • 6th: Symbol of Fear, Undead Anatomy III, Waves of Exhaustion
  • Grass Spirit: Beasts with Grass spirits gain no additional subtypes. They tend to have a greenish cast to their bodies and often have vegetation sprouting from their forms (leaves instead of fur, fungi in place of a shell, flowers on their heads, or even whole trees growing from their backs).
    • Requirements: Captured creatures with the Plant type must always have Grass as one of their spirits.
    • Base Abilities: +2 Con, +2 Wis; +2 natural armor; No Breath
    • First Evolution: +2 Str, +2 Wis; +2 natural armor; Fast Healing 1
    • Second Evolution: +2 Cha, +2 Wis; +4 natural armor
    • Beast Spells:
      • 0th: Purify Food and Drink, Virtue
      • 1st: Detect Animals and Plant, Entangle, Goodberry
      • 2nd: Barkskin, Warp Wood, Wood Shape
      • 3rd: Burst of Nettles, Fungal Infestation, Plant Growth
      • 4th: Arboreal Hammer, Speak with Plants, Thorn Body
      • 5th: Blight, Tree Stride, Wall of Thorns
      • 6th: Fire Seeds, Repel Wood, Seige of Trees
  • Ground Spirit: Beasts with Ground spirits gain the Earth subtype. They tend to have drab brown or tan colored hides and often stir up clouds of dust in their wake.
    • Requirements: none
    • Base Abilities: +2 Str, +2 Dex; Gain Burrow speed equal to 1/2 base land speed (or add 10 feet to existing burrow speed); Immune to Electricity
    • First Evolution: +2 Str, +2 Con; Gain Tremorsense; One natural attack gains the Push ability
    • Second Evolution: +2 Dex, +2 Con; Cast Shifting Sands 1/day as a spell-like ability
    • Beast Spells:
      • 0th: Root, Sift
      • 1st: Detect Snares and Pits, Expiditious Excavation, Pass Without Trace
      • 2nd: Create Pit, Dust of Twilight, Glitterdust
      • 3rd: Cup of Dust, Shifting Sands, Spiked Pit
      • 4th: Hallucinatory Terrain, Obsidian Flow, Sands of Time
      • 5th: Find the Path, Hungry Pit, Move Earth
      • 6th: Dust Form, Earthquake, Rampart
  • Ice Spirit: Beasts with Ice spirits gain the Cold subtype. Their hides tend to be white, with occasional pale-blue highlights and are often draped with icicles.
    • Requirements: Captured creatures with the Cold subtype must always have Ice as one of their spirits.
    • Base Abilities: +2 Str, +2 Con; Natural attacks deal +1d6 cold damage; Blindsense (heat based)
    • First Evolution: +2 Wis, +2 Con; Natural attacks gain Icy Burst quality
    • Second Evolution: +4 Con; Natural attacks gain Keen quality; Blindsight (heat based)
    • Beast Spells:
      • 0th: Daze, Ray of Frost
      • 1st: Frostbite, Icicle Dagger, Snow Shape
      • 2nd: Chill Metal, Frigid Touch, Unshakable Chill
      • 3rd: Sleet Storm, Slow, Wall of Ice
      • 4th: Chill Shield (as Fire Shield), Ice Storm, Symbol of Slowing
      • 5th: Cone of Cold, Ice Crystal Teleport, Icy Prison
      • 6th: Cold Ice Strike, Freezing Sphere, Ice Body
  • Toxic Spirit: Beasts with Toxic spirits gain no additional subtypes. Their hides tend towards shades of mauve, purple, or sickly green. Their skin often seems foul liquids and smell of decay.
    • Requirements: none
    • Base Abilities: +2 Con, +2 Wis; Immune to Acid and Poison
    • First Evolution: +2 Con, +2 Str; Natural attacks deal +1d6 acid damage
    • Second Evolution: +4 Con; Natural attacks are poisonous (1d4 Con for 4 rounds)
    • Beast Spells:
      • 0th: Acid Splash, Putrefy Food and Drink
      • 1st: Corrosive Touch, Grease, Ray of Sickening
      • 2nd: Accelerate Poison, Acid Arrow, Delay Poison
      • 3rd: Poison, Spit Venom, Stinking Cloud
      • 4th: Acid Pit, Neutralize Poison, Vitriolic Mist
      • 5th: Acidic Spray, Cloudkill, Corrosive Consumption
      • 6th: Acid Fog, Conjure Black Pudding, Caustic Eruption
  • Psychic Spirit: Beasts with Psychic spirits gain the Psionic subtype. Their hides often have a pinkish tinge and they usually have overly large craniums.
    • Requirements: Captured creatures with the Psionic subtype must always have Psychic as one of their spirits.
    • Base Abilities: +2 Int, +2 Wis; Telepathy, Hypnotism 1/day as a psi-like ability (save DC is Int based)
    • First Evolution: +4 Int; Hypnotism at will (as a Gaze attack)
    • Second Evolution: +4 Int; Spell Resistance
    • Beast Spells:
      • 0th: Daze, Mage Hand
      • 1st: Hypnotism, Illusion of Calm, Lesser Confusion
      • 2nd: Detect Thoughts, Levitate, Mad Hallucination
      • 3rd: Confusion, Seek Thoughts, Suggestion
      • 4th: Mass Daze, Modify Memory, Phantasmal Killer
      • 5th: Telekinesis, Telepathic Bond, Teleport
      • 6th: Feeblemind, Mass Suggestion, Maze
  • Stone Spirit: Beasts with Stone spirits gain the Earth subtype. Their hides are usually dark brown or gray and appear to be made of stone.
    • Requirements: none
    • Base Abilities: +2 Str, +2 Con; +2 natural armor; Damage Reduction 5/adamantine
    • First Evolution: +2 Str, +2 Con; +2 natural armor; No Breath
    • Second Evolution: +2 Wis, +2 Con; +4 natural armor; Damage Reduction 10/adamantine
    • Beast Spells:
      • 0th: Mending, Resistance
      • 1st: Hairline Fractures, Magic Stone, Stone Fist
      • 2nd: Soften Earth and Stone, Staggering Fall, Stone Call
      • 3rd: Diamond Spray, Meld into Stone, Stone Shape
      • 4th: Calcific Touch, Spiked Stones, Stoneskin
      • 5th: Transmute Mud to Rock, Volcanic Storm, Wall of Stone
      • 6th: Flesh to Stone, Statue, Stone Tell
  • Steel Spirit: Beasts with Steel spirits gain the Half-Construct subtype. Their hides are usually shiny and metallic in appearance.
    • Requirements: Captured creatures with the Construct type must always have Steel as one of their spirits.
    • Base Abilities: +2 Str, +2 Con; +2 natural armor; Damage Reduction 5/adamantine; Natural attacks count as cold iron vs. damage reduction
    • First Evolution: +2 Str, +2 Wis; +4 natural armor; Damage Reduction 10/adamantine; Natural attacks count as silver vs. damage reduction
    • Second Evolution: +2 Str, +2 Int; +4 natural armor; Natural attacks count as adamantine vs. damage reduction
    • Beast Spells:
      • 0th: Flare, Mending
      • 1st: Bed of Iron, Ear-Piercing Scream, Magic Weapon
      • 2nd: Piercing Shriek, Shatter, Sound Burst
      • 3rd: Greater Magic Weapon, Locate Object, Screech
      • 4th: Pellet Blast, Rusting Grasp, Shout
      • 5th: Sonic Thrust, Unbreakable Construct, Wall of Iron
      • 6th: Animate Object, Greater Shout, Iron Body
  • Water Spirit: Beasts with Water spirits gain the Aquatic and Water subtypes. Their hides are usually varying shades of blue or green. They often resemble sea creatures.
    • Requirements: Captured creatures with the Water or Aquatic subtypes must always have Water as one of their spirits.
    • Base Abilities: +2 Dex, +2 Wis; Cold Resistance 5; Gain Swim speed equal to land speed (or add 20 feet to existing swim speed); Amphibious; Gain bite attack or increase damage of existing bite attack by 1 size
    • First Evolution: +2 Con, +2 Int; +2 natural armor; Cold Resistance 10; Bite attack gains Grab ability; +20 feet to Swim speed
    • Second Evolution: +2 Con, +2 Wis; Cold Resistance 15; Bite attack gains Swallow Whole ability; +20 feet to Swim speed
    • Beast Spells:
      • 0th: Create Water, Drench
      • 1st: Enhance Water, Hydraulic Push, Touch of the Sea
      • 2nd: Boyancy, Slipstream, Water Breathing
      • 3rd: Acqueous Orb, Hydraulic Torrent, Water Walk
      • 4th: Control Water, Elemental Body I (water only), Ride the Waves
      • 5th: Geyser, Elemental Body II (water only), Transmute Rock to Mud
      • 6th: Elemental Body III (water only), Fluid Form, Vortex
  • Natural Spirit: Beasts with Natural spirits gain no additional subtypes. They are often indistinguishable from normal animals.
    • Requirements: none
    • Base Abilities: +2 Str, +2 Wis; +2 natural armor; Resistance 5 (Acid, Cold, Electricity, Fire)
    • First Evolution: +2 Dex, +2 Cha; +2 natural armor; Resistance 10 (Acid, Cold, Electricity, Fire); Cure Light Wounds 1/day as a spell-like ability
    • Second Evolution: +2 Con, +2 Int; +2 natural armor; Resistance 15 (Acid, Cold, Electricity, Fire); Cure Moderate Wounds 3/day as a spell-like ability (replaces cure light wounds)
    • Beast Spells:
      • 0th: Detect Poison, Guidance
      • 1st: Endure Elements, Magic Fang, Sanctuary
      • 2nd: False Life, Lesser Restoration, Resist Energy
      • 3rd: Channel Vigor, Greater Magic Fang, Protection from Energy
      • 4th: Bloody Claws, Restoration, Strong Jaws
      • 5th: Baleful Polymorph, Constricting Coils, Life Bubble
      • 6th: Anti-life Shell, Greater Restoration, Repulsion

eldritch beast

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