Bonders are humans that established an eludha, a deeply mystical bond with a monster. The eludha ties the spirit of the bonder and the monster together, helping them evolve and become stronger. Bonders are hated by the "civilized humans" and are considered traitors for aligning themselves with the monsters that threaten the human cities. Bonders often wear colors, clothing, or items to resemble their bonded monster.
Like the increased mutation rate, intelligence, and aggression among the monsters, bonding is only a recent occurrence on Ikoria.
Eludha
Starting when you choose this talent, you gain a special connection and the comradery of a creature from Ikoria. This creature takes a form you choose: Cat, elemental, dinosaur, or beast. The familiar has the statistics of the chosen form, though it gains other special features chosen by you later in this section.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. While your familiar is within 1000 feet of you, you can communicate with it telepathically.When your monster takes damage from any source, you take damage equal to half the amount that your monster took.
Whenever you reach a level where you would gain an ability score improvement, your monster also gets an ability score improvement.
Starting when you reach 5th level, your monsters attacks count as magical for the purposes of overcoming resistances or immunities.
Talent Save DC
Choose an ability score: Strength, Dexterity, Wisdom, Intelligence, or Charisma. If an ability calls for a save DC, use the following formula:
Talent save DC = 8 + your proficiency bonus + the modifier from your chosen ability score
Talent attack modifier = your proficiency bonus + the modifier from your chosen ability score
If your monster has access to any kind of spell (such as from a mutation), this formula will be used in place of spell save DC and spell attack modifier.
Monster Types able to be Bonded With
Cats: The Cat clade of monsters are ferocious carnivores that roam in prides across the plains and mesas of Savai, hunting grazers like oxen, antelope, and elephants. Similar to cats you might be familiar with from other planes, Ikorian cats enjoy playing with their food. The larger members of the clade delight in hunting humans: turning the tables on monster hunters, stalking traveling merchants, and circumventing the defenses of sanctuary cities through their strength, agility, and cunning. When bonded, cats often use food as gifts to show affection. You can identify cat clade monsters by some common features they share with more "traditional" cats. They have similar ears, tails, and paws, and often feature lion-like manes or fur patterns reminiscent of tigers, cheetahs, or jaguars. Many Ikorian cats also have wings. To my surprise, the locals seem to treat this as a natural feature of the clade rather than a special mutation. In either case, my advice is the same: always keep an eye on the sky.
Elementals: In the crystal-infused forests of Ketria, air, water, earth, and fire are just as much alive as any plant or animal. The elemental clade of monsters are manifestations of these natural forces. They take on familiar forms of animals, but with vivid colors, ethereal silhouettes, and cracked or disconnected anatomical features that defy gravity. Elementals are naturally aloof, but they can be quite friendly once you have gained their trust. However, do not forget their primal nature, or you could very quickly find yourself caught in a localized natural disaster. An earth elemental is as dangerous as a landslide, with a similar level of concern for your safety.
Dinosaurs: Thriving in the sweltering environment of volcanic Raugrin, the dinosaur clade of monsters embody all the violence and fury of churning molten rock. They hunt without subtlety or discrimination, eating anything that moves and demolishing anything that stands between them and a meal. They are not above eating carrion, but they prefer prey that struggles and wriggles going down. They have scaly skin often covered in spikes, horns, and rock-hard plating. Many are bipedal and have thick muscular tails they can use to bludgeon combatants. Winged and aquatic dinosaurs are also common, though they all seem to share the same belligerent attitude.
Beasts: The lush forests of Zagoth teem with life, dominated by the beast clade of monsters in various sizes and shapes. Most of them resemble large herbivores—elk, horses, rhinos, camels, boars, and the like—but it is dangerous to conclude that they are at all docile. Even smaller beast monsters are territorial and irascible, liable to stampede or trample when they are alarmed or threatened. Beasts have many telltale traits: shaggy hides, thick skin, antlers and tusks, stumpy feet or hooves, etc. While most are large and lumbering, there are also many smaller, graceful beasts that more closely resemble horses or antelopes. Beasts tend to respond well to offerings of food.
Hybrid Monster Types
Some monsters mutate into hybrids, blending characteristics of multiple monster clades (like a dino-tiger or an elemental-wildebeest).
You may expend 3 mutation points and choose one creature type other than your original choice. If you do so, you gain access to the mutation options from that clade, and the following affects according to the chart below, depending on which creature type you chose here:
Cat | |
Elemental | Choose from the following options: Air, Earth, Fire, Lightning, or Water. Your monster gains certain traits associated with that element. Your monsters speed is replaced by the speed from that element, and you gain the resistances and immunities from that type as well. Additionally, when choosing mutations from the elemental clade, you can choose from the type aforementioned as well as the general elemental mutations. |
Dinosaur | |
Beast | Choose from the following options: Aquatic, Avian, Insectoid, Serpentine, or Quadruped. Your monster gains the ability associated with that creature type (such as Flyby from Avian, or Keen Smell from Quadruped). Additionally, when choosing mutations from the beast clade, you choose from the type aforementioned. |
Monster Mutations
Starting when you gain this talent, your monster will slowly mutate and gain different physical features. You get an amount of mutation points equal to 1.5 times your level (rounded up), which you can spend on options in the Mutation list at the end of this page, as well as the size of your creature detailed in this ability.
Some monsters, such as dinosaurs, gain an initial mutation. This is a free choice (or multiples choices) of mutations from a specific list that you get when you gain this talent, and are immediately added to your monsters stat block.
Monster Size
Your monster starts with a size of medium no matter what your chosen creature type. When you choose this talent, if you want a bigger creature, you can spend 1 mutation point for each size category increased (to a maximum of Huge). Alternatively, you can lower the creatures size, and gain extra mutation points equal to the number of size categories your monster decreased. For example, if you want to have a huge sized creature, you must expend 2 mutation points as the size was increased by two categories (Medium > Large > Huge). Or, if you want a tiny sized creature, you gain 2 mutation points as the size was decreased by two categories (Medium > Small > Tiny).
You may increase/decrease the size of your monster, following the rules above, every time you reach a level where gain an ability score improvement.
Mutation List
Throughout a monster's lifetime, it can grow, warp, and change into new forms. Some monsters simply become bigger or more powerful. In other cases, they may gain entirely new traits, like wings, extra limbs, feathers, or even extra heads. Some monsters mutate into hybrids, blending characteristics of multiple monster clades.
Mutations from the General Mutations list can be chosen by any clade, but some have level restrictions shown at the end of the ability.
General Mutations
- 1 Mutation Point(s)
- (Action) Bite. Your monster’s maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
- Climb. Your monster gains a climb speed equal to its base speed. This mutation can be selected more than once. Each additional time it is selected, increase the monster’s climb speed by 20 feet.
- Darkvision. Your monster gains darkvision out to a range of 60 ft.; if your monster already has darkvision, its range increase by 30 ft.
- Improved Damage. Select one attack from your creatures actions in its stat block; increase the damage die type by one step. This mutation can be selected more than once. Its effects do not stack. Each time you select this mutation, it applies to a different attack.
- Improved Natural Armor. A monster’s hide grows thick fur, rigid scales, bony plates, or a chitinous hide, giving it a +2 bonus to its natural armor class.
- (Action) Pincers. Your monster grows large pincers at the end of one pair of its limbs, giving it two pincer attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). The monster must have the limbs (arms) mutation to take this mutation, or an otherwise free set of arms. This mutation can be selected more than once, but the monster must possess an equal number of the limbs mutation or an equal number of an otherwise free set of arms..
- Pounce: If your monster moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw (DC equal to your talent save DC) or be knocked prone. If the target is prone, and your monster has the bite action, it can make one bite attack against it as a bonus action.
- Reach. Select one attack from your creatures actions in its stat block;. The monster’s reach with that attack increases by 5 feet.
- (Action) Sting. The monster grows a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The monster must possess a tail to take this mutation. This mutation can be selected more than once, but the eidolon must possess an equal number of the tail evolution
- Tail. The monster grows a long, powerful tail. This grants it proficiency in acrobatics and dexterity saving throws. This evolution can be selected more than once.
- (Action) Tentacle. The monster possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.
- (Action) Bite. Your monster’s maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
- 2 Mutation Point(s)
- Brutal Damage. Select one attack from your creatures actions in its stat block; increase the number of damage die by one. This mutation can be selected more than once. Its effects do not stack. Each time you select this mutation, it applies to a different attack.
- Feat. Your monster gains a feat. It must meet the prerequisites of the feat.
- (Action) Gore. Your monster grows a number of horns on its head, giving it a gore attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
- Grab. Your monster becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, sting, or tentacle attacks. Whenever your monster makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the monster grapples the target. This ability only works on creatures of a size one category smaller than the monster or smaller.
- Head. Your monster grows an additional head. The eidolon does not gain any additional attacks for the additional head, but the additional head does allow your monster to take other mutations that add an additional attack to a head (such as a bite, gore, or breath weapon). This mutation can be selected more than once.
- Limbs. Your monster grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
- Multiattack. Your monster gains the ability to deliver multiple strikes in a short amount of time. The monster is now able to use its lowest damage or most readily available attack once per turn, and one additional attack from another source. At 9th level, you can now use your lowest damage or most readily available attack twice per turn. The bonder must be at least 5th level before selecting this mutation.
- (Action) Slam. Your monster can deliver a devastating slam attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The monster must have the limbs (arms) mutation to take this mutation. This mutation can be selected more than once, but the monster must possess an equal number of the limbs mutation.
- Tremorsense. Your monster becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. The bonder must be at least 7th level before selecting this mutation.
- 3 Mutation Point(s)
- Burrow. Your monster grows thick and gnarled claws, allowing it to move through the earth. The monster gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. The bonder must be at least 9th level before selecting this evolution.
- (Action) Frightful Presence. Each creature of the monster's choice that is within 60 ft. of it and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monster's frightful presence for the next 24 hours. The bonder must be at least 11th level before selecting this mutation.
- Immunity. Your monster's body becomes extremely resilient to one damage type, gaining immunity to that type. Pick one damage type: acid, cold, electricity, fire, or lightning. The monster gains immunity to that damage type. This mutation can be selected more than once. Its effects do not stack. Each time it applies to a different damage type. The bonder must be at least 9th level before selecting this mutation.
- Rampage. When your monster reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack.
- See in Darkness. Your monster can see perfectly in darkness of any kind, even magical, including that created by the darkness spell.
- Siege Monster: The monster deals double damage to objects and structures.
- 4 Mutation Point(s)
- Blindsight. Your monster’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The bonder must be at least 11th level before selecting this mutation.
- (Action) Breath Weapon. Your monster learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, fire, lightning, or poison. The monster can breathe a 30-foot cone (or 60-foot line), each creature in that cone or line must make a Dexterity saving throw, taking 22 (4d10) damage on a failed save, or half as much damage on a successful one. The monster can use this ability once per day. The bonder must be at least 7th level before selecting this mutation.
- Regeneration. Your monster regains 5 hit points at the start of its turn unless it is unconscious. The bonder must be at least 9th level before selecting this mutation.
Cat Clade Mutations
- Initial Mutation (When you gain a cat clade monster, you may choose one ability from the list below to add to its stat block)
- Evasion. If the monster 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.
- Pack Tactics. Your monster has advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Powerful Build. Your monster counts as one size larger when determining its carrying capacity and the weight it can push or drag.
- Wings. Your monster gains a fly speed equal to its walking speed.
- 1 Mutation Point(s)
Elemental Clade Mutations
- Air Elemental Mutations
- 1 Mutation Point(s)
- 1 Mutation Point(s)
- Earth Elemental Mutation
- 1 Mutation Point(s)
- 1 Mutation Point(s)
- Fire Elemental Mutations
- 1 Mutation Point(s)
- 1 Mutation Point(s)
- Lightning Elemental Mutations
- 1 Mutation Point(s)
- Spell Conduit
- 1 Mutation Point(s)
- Water Elemental Mutations
- 1 Mutation Point(s)
- 1 Mutation Point(s)
Dinosaur Clade Mutations
- Initial Mutation (When you gain a dinosaur clade monster, you may choose one ability and two actions from the list below to add to its stat block)
- Abilities
- (Ability) Aggressive: As a bonus action, the monster can move up to its speed toward a hostile creature that it can see.
- (Ability) Hold Breath: The monster can hold its breath for 1 hour.
- (Ability) Pounce: If the monster moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw (DC equal to your talent save DC) or be knocked prone. If the target is prone, and your monster has the bite action, it can make one bite attack against it as a bonus action.
- (Ability) Siege Monster: The monster deals double damage to objects and structures.
- (Ability) Trampling Charge: If the monster moves at least 20 ft. straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw (DC equal to your talent save DC) or be knocked prone. If the target is prone, and your monster has the stomp action, it can make one stomp attack against it as a bonus action.
- Actions
- (Action) Gore/Horn Attack. Melee Weapon Attack: monsters attack modifier to hit, reach 10 ft., one target. Hit: (1d8 + the monsters strength modifier) piercing damage.
- (Action) Bite. Melee Weapon Attack: monsters attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + the monsters strength modifier) piercing damage.
- (Action) Stomp. Melee Weapon Attack: monsters attack modifier to hit, reach 10 ft., one prone creature. Hit: (1d10 + the monsters strength modifier) bludgeoning damage.
- (Action) Tail. Melee Weapon Attack: monsters attack modifier to hit, reach 10 ft., one target. Hit: (2d4 + the monsters strength modifier) bludgeoning damage.
- Abilities
- 1 Mutation Point(s)
Beast Clade Mutations
- Aquatic Mutations
- 1 Mutation Point(s)
- (Ability) Amphibious. The monster can breathe air and water
- (Ability) Underwater Camouflage. The monster has advantage on Dexterity (Stealth) checks made while underwater.
- (Ability) Water Manipulation. The monster gains the Shape Water cantrip, and can cast it without using somatic components.
- 1 Mutation Point(s)
- Avian Mutations
- things
- Insectoid Mutations
- 1 Mutation Point(s)
- (Ability) Web Erudite. While in contact with a web, the monster knows the exact location of any other creature in contact with the same web. Additionally, the monster ignores movement restrictions caused by webbing.
- (Action) Mandible. Melee Weapon Attack: monsters attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + monsters attack modifier) slashing damage.
- (Action) Stab. Melee Weapon Attack: monsters attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + monsters attack modifier) piercing damage.
- 1 Mutation Point(s)
- Serpentine Mutations
- things
- Quadruped Mutations
- things