Summoner After hours spent pouring over old tomes written in an ancient language, an orc recites a practiced incantation as an orange rune begins to glow on her forehead. From a planar portal springs a slightly unexpected creature with the body of a serpent, the head of an eagle, and the claws of a bear. Charging across the battlefield wielding their crystal orb, the young gnome rides on the back of their eidolon, a rhino-like monstrosity covered in glittering scales and wielding a lethal scorpion's tail. They dart between magical portals in pursuit of their quarry. Keeping lookout high in the sky, a wizened human woman channels the bond she shares with her eidolon before they merge into a single form, an apelike body with the head of wolf, propelled skyward by a pair of enormous dragonfly wings. Summoners channel their magic to call upon the aid of a creature from another plane. The bond between summoner and eidolon is eternal, and they share their power while fighting and adventuring alongside one another. As they summoner grows in power, the eidolon adopts new evolutions, altering its form and increasing its power. Eternally Bonded When a summoner first calls upon their eidolon, there is always a moment of anticipation before it first appears. The bond they create will last throughout their mortal existences, and though the summoner can exert some control over what creature is summoned, there is always some degree of randomness in what creature is pulled from the aether. Stronger Together A summoner can become a powerful spellcaster in their own right, and an eidolon can unleash strength unrivaled by beasts of the material plane, but the truest strength is uncovered when summoner and eidolon work together. A summoner can use their spells to further empower their eidolon, while an eidolon can lend its power and form to the summoner as a form of protection and strength. Creating a Summoner When creating a summoner, consider what drew your character to the pursuit of summoning over the other forms of magic. Do they secretly harbor a fear of being harmed, and hoped an eidolon might keep them safe from the fray of battle? Did they grow up an only child, and summoning magic offered the possibility of a bond they never had? Were they simply intrigued by the adventure a creature from another world may bring? These are the types of questions you should consider when beginning to build your summoner character.

The Summoner Level Proficiency Bonus Features Evolution Points Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Eidolon, Life Link 3 ─ ─ ─ ─ ─ ─ 2nd +2 Bond Senses, Spellcasting, Share Spells 4 2 2 ─ ─ ─ ─ 3rd +2 Summoner Archetype 5 2 3 ─ ─ ─ ─ 4th +2 Ability Score Improvement 6 2 3 ─ ─ ─ 5th +3 Eidolon Multiattack 8 2 4 2 ─ ─ ─ 6th +3 Summon Monster 9 2 4 2 ─ ─ ─ 7th +3 Archetype Feature 10 2 4 3 ─ ─ ─ 8th +3 Ability Score Improvement 11 2 4 3 ─ ─ ─ 9th +4 ─ 13 3 4 3 2 ─ ─ 10th +4 Summon Monster Improvement 14 3 4 3 2 ─ ─ 11th +4 Merge Forms 15 3 4 3 3 ─ ─ 12th +4 Ability Score Improvement 16 3 4 3 3 ─ ─ 13th +5 ─ 18 3 4 3 3 1 ─ 14th +5 Summon Monster Improvement 19 3 4 3 3 1 ─ 15th +5 Archetype Feature 20 3 4 3 3 2 ─ 16th +5 Ability Score Improvement 21 3 4 3 3 2 ─ 17th +6 ─ 23 4 4 3 3 3 1 18th +6 Summon Monster Improvement 24 4 4 3 3 3 1 19th +6 Ability Score Improvement 25 4 4 3 3 3 2 20th +6 Twin Eidolons 26 4 4 3 3 3 2 Quick Build You can make a summoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the quadrupedal form with natural armor, darkvision, and pounce evolutions. Class Features As a summoner, you gain the following class features Hit Points Hit Dice: 1d8 per summoner level

1d8 per summoner level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st Proficiencies Armor: Light armor

Light armor Weapons: All simple weapons

All simple weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) an arcane focus or (b) a component pouch

(a) an explorer's pack or (b) a scholar's pack

(a) any simple melee weapon or (b) a light crossbow and 20 crossbow bolts Eidolon When you select this class at 1st level, you gain the ability to summon an otherworldly companion called an Eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as you it and can speak all of your languages. You can summon your eidolon in a ritual that takes 1 hour to perform. When you summon your eidolon for the first time, you choose its base form, which determines its starting size, speed, AC, attacks, and ability scores. You choose its form to be bipedal, quadrupedal, serpentine, or aquatic, each of which are described at the end of this class description. An eidolon's base form cannot be changed after it is chosen. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already included in the starting statistics.

As an action, you can temporarily dismiss your eidolon. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. When you summon your eidolon any time after its inital summoning, the eidolon hit points are unchanged from the last time it was dismissed. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. If the eidolon is slain, it cannot be summoned again until the following day. If you fall unconscious, their eidolon is immediately dismissed into a pocket dimension. Your eidolon obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. Your eidolon has abilities and game statistics determined in part by your level. Your eidolon uses your proficiency bonus rather than its own. Additionally, for each level you gain in this class, your eidolon gains an additional hit die and increaes its hit points accordingly. Evolution Points Each eidolon receives a pool of evolution points, based on your summoner level as shown in the Evolution Points column of the Summoner table, that can be used to give the eidolon different abilities and powers. When you gain a level in this class, you can choose how all your eidolon's evolution points are spent, including changing existing evolutions not granted by the eidolon's base form. Evolutions are detailed at the end of this class description. The eidolon’s general physical appearance is up to you, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear exactly like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Life Link Also at 1st level, you gain the ability to sacrifice your own life force in defense of your eidolon. When your eidolon takes damage while it is within 100 feet of you and you can see it, you can use your reaction to redirect any amount of that damage from your eidolon to yourself. Damage redirected in this way ignores resistances and immunities and cannot be reduced in any way. Bond Senses Starting at 2nd level, your eidolon can serve as your eyes and ears. As an action, you can see through your eidolon's eyes and hear what it hears, gaining the benefits of any special senses that the eidolon has. During this time, you are deaf and blind with regard to your own senses. This effect lasts for 1 hour unless you end it early as a bonus action on your turn. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), then you must finish a long rest before you can use it again. Spellcasting By 2nd level, you can cast summoner spells. Cantrips At 2nd level, you know two cantrips of your choice from the summon spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table. Preparing and Casting Spells The Summoner table shows how many spell slots you have to cast your summoner spells. To cast one of your summoner spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell-list. When you do so, choose a number of summoner spells equal to your Intelligence modifier + half your summoner level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Intelligence is your spellcasting ability for your summoner spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus You can use an arcane focus as a spellcasting focus for your summoner spells. Share Spells Also at 2nd level, when you cast a spell with a range of self, you may have the spell target your eidolon instead of yourself. Additionally, you can target your eidolon with spells that have a range of touch as long as your eidolon is within 100 feet of you and you can see it. Summoner Archetype At 3rd level, you choose to embody a specific summoner archetype, which shapes the bond between you and your eidolon. You choose between Protector, Planar, and Adaptive achetypes. Your choice grants you features at 3rd level and again at 7th and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Eidolon Multiattack Beginning at 5th level, your eidolon can attack twice, instead of once, whenever it takes the Attack action on its turn. Summon Monster Beginning at 6th level, you can summon a variety of creatures to aid you on and off the battlefield. You gain the ability to cast certain conjuration spells without expending your spell slots. The magic you use to perform these spells is the same magic that ties your eidolon to your plane, so you must dismiss it in order to cast spells in this way. When you cast these spells, they are cast at their lowest level, and you summon the fewest numbers of creatures with the highest challenge rating. If a spell requires concentration, you must maintain concentration on it when using this feature, as normal. The Summon Monster table shows the spells you can cast depending on your summoner level. Once you cast a number of spells from the list equal to your half your Intelligence modifier (rounded up, minimum of 1), you must finish a long rest before casting spells this way again. At 18th level, the number of spells you can cast in this way before resting is equal to your Intelligence modifier (minimum of 1). Summon Monster Summoner Level Spells 6th conjure animals, find steed 10th conjure elemental, summon greater demon 14th conjure celestial, conjure fey

Merge Forms At 11th level, you and your eidolon merge into a single form. As an action, you and any equipment you are wearing or carrying merge with the eidolon. While merged, you have total cover against attacks and other effects outside the eidolon. Any effects or spells currently targeting you are suppressed while you are merged, though they are reinstated once the transformation ends. While merged, you and your eidolon share a single turn in combat but can use your abilities or those of your eidolon. Additionally, you can perceive through its senses and speak through its voice. This transformation lasts for 1 minute unless you end it early as a bonus action on your turn. When it ends, you emerge in the nearest unoccupied space next to the eidolon. If the eidolon is slain while you are merged with it, you emerge immediately and are stunned until the end of your next turn. Once you have used this ability, you must finish a long rest before you can use it again. Twin Eidolon At 20th level, you and your eidolon share a true connection. As an action, you can transform into the shape of your eidolon. You assume the eidolon's Strength, Dexterity, Constitution, hit points, and Armor Class. You also assume all of its evolutions, its form, and its abilities. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the eidolon's shape and size. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so, including your ability to cast spells. However, you can't use any of your special senses, such as Darkvision, unless your new form also has that sense. You can remain in this form for 10 minutes, all at once or in several shorter durations, each one using a minimum of 1 minute, and you can end the transformation at any time (no action required). Once the duration has passed, you must finish a long rest before you can use this ability again. Summoner Archetypes You select a summoner archetype at 3rd level that shapes your bond with your eidolon. The choice grants you features at 3rd level and again at 7th and 15th level. Protector Archetype You and your eidolon share a strong bond. For this reason, you focus on protecting one another from harm. Shield Ally Starting at 3rd level, when a creature your eidolon can see targets you with an attack, the eidolon can use its reaction to impose disadvantage on the attack roll. The eidolon must be within 5 feet of you to use this ability. Additionally, if a creature the eidolon can see forces you to make a Strength or Dexterity saving throw, it can use its reaction to grant you advantage on that saving throw. Eidolon Evasion Beginning at 7th level, when your eidolon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Greater Shield Ally At 15th level, the eidolon can use its Shield Ally ability to impose disadvantage on an attack against any target within 5 feet of it. Similarly, it can grant advantage on a Strength or Dexterity saving throw to any target within 5 feet ot it using its Shield Ally ability. Planar Archetype As a summoner who focuses on the planar archetype, you use knowledge of your eidolon's home plane to tap into teleportation abilties, allowing you and your eidolon to move freely in and out of combat. Maker's Call Starting at 3rd level, you can readily call your eidolon to your side. As an action, you cause your eidolon to teleport to an unoccupied space within 5 feet of you. If you use this ability while your eidolon is more than 1 mile away from you or while it is on another plane of existence, the ability fails. Transposition Beginning at 7th level, you can magically trade places with your eidolon. As an action, you and your eidolon magically teleport, switching places. Your space must be large enough to accomodate the size of your eidolon, and vice versa. You must be within 100 feet of your eidolon and be able to see it to use this ability. Once you have used this ability a number of times equal to your Intelligence modifier (minimum once), you must finish a short or long rest before you can use it again. Homeward Bound At 15th level, you gain the ability to travel beyond the reaches of the material plane. You can cast the plane shift spell, though you can only target willing creatures. Once you have used this ability, you must finish a long rest before you can use it again. Adaptive Archetype You focus on pushing the boundaries of evolution for your eidolon and yourself. You use your magic to further supplement your eidolons abilities, as well as your own. Evolution Surge Starting at 3rd level, you can expend your magic to fuel your eidolon's evolutions. As an action, you can expend a spell slot and grant evolution points to your eidolon equal to the spell's level. The points must be spent immediately and you must meet any prerequisites for evolutions gained using this feature. The additional evolutions last for 1 hour.

Aspect At 7th level, you gain the abilities to take on some of your eidolon's evolutions yourself. When you finish a long rest, you can choose a number of your eidolon's evolutions worth up to 3 total evolution points, removing them from the eidolon and applying them to yourself. You must personally meet any prerequites for the evolutions (your form is considered bipedal for the purpose of prerequisities). Greater Aspect At 15th level, you are more adept at taking on evolutions from your eidolon. When you use your Aspect feature, you can instead take any number of evolutions from your eidolon and apply them to yourself, though you must still meet any prerequisities for learning evolutions. Evolutions If an evolution has prerequisites, you and/or your eidolon must meet them to learn it. You can learn the evolution at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Evolutions are divided by their evolution point cost. 1-Point Evolutions Bite The eidolon gains gnashing teeth to attack its foes. It can make an attack with its bite, which deals 1d6 piercing damage on a hit. Claws or Fists Prerequisite: Limbs The eidolon gains sharp claws or durable fists at the end of one set of limbs. It can make an attack with its claws, dealing 1d4 slashing (claws) or bludgeoning (fists) damage on a hit. An eidolon with claws or fists can make an attack with them as a bonus action on its turn. Climb The eidolon gains a climbing speed equal to its walking speed. Gills The eidolon can breathe both air and water. Natural Armor The eidolon gains a +1 bonus to its Armor Class. The bonus can be increased to +2 for an addition 2 points (3 total) and to +3 for an additional 5 points (6 total). Darkvision The eidolon gains darkvision with a range of 60 feet. You can select this evolution multiple times, increasing the range by an additional 30 feet for each point spent after the first. Magic Attacks The eidolon's attacks count as magical for the purpose of overcoming damage resistances and immunities. Reach The range of one of the eidolons melee weapon attacks (your choice) increases by 5 feet. You can select this evolution multiple times, applying it to multiple melee weapon attacks or increasing the reach of the same attack multiple times. Damage Resistance The eidolon gains resistance to your choice of acid, cold, fire, lightning, or thunder damage. You can select this evolution multiple times. Keen Senses The eidolon has advantage on Wisdom (Perception) checks made using its senses. Skilled The eidolon gains proficiency in two skills of your choice. This evolution can be selected multiple times. Swim The eidolon gains a swimming speed equal to twice its walking speed. Tail or Tentacle The eidolon grows your choice of a tail or tentacle. It can make an attack using the chosen appendage, dealing 1d6 bludgeoning damage on a hit. This evolution can be chosen multiple times. Pounce Prerequisite: quadrupedal form When the eidolon moves at least half its speed towards a creature and hits with a melee weapon attack on its turn, the creature must succeed on a Strength saving throw (save DC = 8 + your proficiency bonus + the eidolon's Strength modifier) or be knocked prone.

2-Point Evolutions Ability Score Improvement Prerequisite: 4th-level You can increase one of the eidolon's ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this evolution. This evolution can be selected a number of times equal to one-third your summoner level (rounded down). Constrict Prerequisite: serpentine form At the end of the eidolon's turn, a creature grappled by it takes 1d8 bludgeoning damage. Energy Attacks Prerequisite: 5th-level When the eidolon hits with a weapon attack, the attack deals an additional 1d4 damage. The damage is acid, cold, fire, lightning, or thunder damage (your choice when you select this evolution). Wings Prerequisite: 5th-level The eidolon sprouts wings (your choice of bat, bird, dragon, or insect) which grant it a flying speed of 30 ft. You can spend additional points on this evolution to increase the flying speed by 10 feet for every 2 points spent. Grappler When the eidolon hits a creature with a melee weapon attack, it can attempt to grapple the creature as a bonus action. Limbs The eidolon grows a pair of limbs (your choice of arms or legs). This evolution can be selected multiple times. Each set of limbs (legs) increases the eidolon's walking speed by 10 feet. Poison Prerequisite: bite or tail The eidolon's bite or tail inflicts a poison. A creature hit by a bite or tail attack must succeed on a Constitution saving throw (save DC = 8 + your proficiency bonus + the eidolon's Constitution modifier) or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn, ending the effect on a success. Shadow Stealth While in dim light or darkness, the eidolon can take the Hide action as a bonus action on its turn. Tremorsense Prerequisite: 7th-level The eidolon gains tremorsense with a range of 30 feet. Weapon Training Prerequisite: limbs (arms) The eidolon gains proficiency with all simple weapons. You can spend 2 additonal points (total of 4) when selecting this evolution to also grant the eidolon proficiency with all martial weapons and with shields. 3-Point Evolutions Burrow Prerequisite: 9th-level The eidolon gains a burrowing speed equal to half its walking speed. The eidolon does not disturb the earth it burrow through. Frightful Presense Prerequisite: 11th-level The eidolon exudes a terrifying presense. As an action, the eidolon forces each creature of its choice within 30 feet of it to make a Wisdom saving throw (save DC = 8 + your proficiency bonus + the eidolon's Charisma modifier). On a failed save, a creature is frightened of the eidolon for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on a success. A creature that succeeds on the saving throw is immune to the eidolon's Frightful Presense for 24 hours. Sacrifice The eidolon can sacrifice its own health to heal others. As an action, the eidolon expends up to two of its hit dice and loses that many hit points. It then touches a creature, restoring half as many hit points as it lost to that creature. Devil's Sight Prerequisite: 9th-level The eidolon can see in both dim light and darkness, including magical darkness, with a range of 60 feet.

Web Prerequisite: 7th-level, climbing speed As an action, the eidolon makes a ranged weapon attack (range 20/60). On a hit, the target is restrained. As an action, the restrained target can make a Strength check (DC = 8 + your proficiency bonus + the eidolon's Constitution modifier), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Once the eidolon uses this feature, it must finish a short or long rest before using it again. 4-Point Evolutions Breath Weapon Prerequisite: 9th-level As an action, the eidolon exhales elemental energy in a 30-foot cone or a 60-foot line (your choice when you select this evolution) which deals your choice of acid, cold, fire, lightning, or poison damage. A creature in the area must make on a Dexterity (acid, fire, lightning) or Constitution (cold, poison) saving throw (save DC = 8 + your proficiency bonus + the eidolon's Consitution modifier). A creature takes 8d6 damage on a failed save, or half as much on a successful one. Once the eidolon uses this feature, it must finish a short or long rest before using it again. You can gain additional uses of this feature between rests by spending 2 evolution points per use, to a maximum of 3 uses. Size Increase Prerequisite: 8th-level for Large, 13th-level for Huge The eidolon's size increases from Medium to Large. The eidolon's size doubles in all dimensions, and its weight is multiplied by eight. The eidolon also has advantage on Strength checks and Strength saving throws. Additionally, the eidolon's melee weapon attacks deal an additional die of damage on a hit. You can spend an additonal 6 evolution points (total of 10) to increase the eidolon's size from Medium to Huge. The eidolon's size triples in all dimensions, and its weight is multiplied by twenty-seven. The eidolon also has advantage on Strength checks and Strength saving throws. Additionally, the eidolon's melee weapon attacks deal an additional two dice of damage on a hit and the reach of those attacks increases by 5 feet. Magic Resistance Prerequisite: 9th-level The eidolon has advantage on saving throws against spells and other magical abilities. Artwork Credits Wasteland, Steven Belledin Summoner, liyart Summoner, Graey Erb Untitled, cahshangai Summoner, Miachel J. Penn Fantasy, ResumSirion Summoner, Jose Vega

Bipedal Form Medium monstrosity, summoner's alignment Armor Class 13 (natural armor)

13 (natural armor) Hit Points 11 (d10 hit die)

11 (d10 hit die) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0) Saving Throws Con +3, Wis +2

Con +3, Wis +2 Senses passive Perception 10

passive Perception 10 Languages all of the summoner's languages

all of the summoner's languages Challenge ─ Claws. The bidepal form can make a claw attack as a bonus action on its turn. Evolutions. The bipdeal form has the claws, limbs (arms), and limbs (legs) evolutions, included in its statistics. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage Quadrupedal Form Medium monstrosity, summoner's alignment Armor Class 14 (natural armor)

14 (natural armor) Hit Points 11 (d10 hit die)

11 (d10 hit die) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0) Saving Throws Dex +4, Con +3

Dex +4, Con +3 Senses passive Perception 10

passive Perception 10 Languages all of the summoner's languages

all of the summoner's languages Challenge ─ Evolutions. The quadrupedal form has the bite evolution and two instances of the limbs (legs) evolutions included in its statistics. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage Serpentine Form Medium monstrosity, summoner's alignment Armor Class 15 (natural armor)

15 (natural armor) Hit Points 11 (d10 hit die)

11 (d10 hit die) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0) Saving Throws Dex +5, Wis +2

Dex +5, Wis +2 Senses passive Perception 10

passive Perception 10 Languages all of the summoner's languages

all of the summoner's languages Challenge ─ Evolutions. The serpentine form has the bite, climb, reach (bite), and tail evolutions included in its statistics. Actions Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Aquatic Form Medium monstrosity, summoner's alignment Armor Class 13 (natural armor)

13 (natural armor) Hit Points 12 (d10 hit die)

12 (d10 hit die) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 11 (+0) Saving Throws Dex +5, Wis +2

Dex +5, Wis +2 Senses passive Perception 10

passive Perception 10 Languages all of the summoner's languages

all of the summoner's languages Challenge ─ Evolutions. The aquatic form has the bite, gills, and swim evolutions included in its statistics. Gills. The eidolon can breathe both air and water. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.