EvoMonster

Youkai
HD 1d10
Skills: 4+int

Class Level BAB Good Saves Bad Saves Evolution Pool Max Attacks Max Spell Level
1st +1 +2 +0 3 3 1st
2nd +2 +3 +0 4 3 1st
3rd +3 +3 +1 6 3 2nd
4th +4 +4 +1 8 4 2nd
5th +5 +4 +1 11 4 3rd
6th +6/1 +5 +2 14 4 3rd
7th +7/2 +5 +2 17 5 4th
8th +8/3 +6 +2 20 5 4th
9th +9/4 +6 +3 23 5 5th
10th +10/5 +7 +3 27 5 5th
11th +11/6/1 +7 +3 31 6 6th
12th +12/7/2 +8 +4 35 6 6th
13th +13/8/3 +8 +4 39 6 7th
14th +14/9/4 +9 +4 43 6 7th
15th +15/10/5 +9 +5 48 7 8th
16th +16/11/6/1 +10 +5 53 7 8th
17th +17/12/7/2 +10 +5 58 7 9th
18th +18/13/8/3 +11 +6 63 8 9th
19th +19/14/9/4 +11 +6 68 8 9th
20th +20/15/10/5 +12 +6 74 8 9th

Youkai Skills
The following skills are class skills for youkai: http://www.d20pfsrd.com/skills/bluffBluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the youkai can choose 4 additional skills to be class skills for his youkai. Note that youkai with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Base Forms
Each youkai has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the youkai’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Youkai attacks add the youkai’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. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics. Alternatively, any one of these base forms can be used to make a Small youkai. If the youkai is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the youkai can be made Medium whenever the youkai can change the youkai’s evolution pool (which causes it to lose these modifiers for being Small).

Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Free Evolutions bite, limbs (legs) (2).

Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Free Evolutions claws, limbs (arms), limbs (legs).

Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Free Evolutions bite, climb, reach (bite), tail, tail slap.

Evolutions
Each youkai receives a number of evolution points that can be spent to give the youkai new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the youkai gains a new level, but they are otherwise set. Some evolutions require that the youkai have a specific base form or the youkai be of a specific level before they can be chosen. A number of evolutions grant the youkai additional natural attacks. Natural attacks listed as primary are made using the youkai’s full base attack bonus and add the youkai’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the youkai’s base attack bonus – 5 and add 1/2 the youkai’s Strength modifier on damage rolls (if positive). If the youkai only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.
Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the youkai gains a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions
The following evolutions cost 1 point from the youkai’s evolution pool.

Bite (Ex)
A youkai’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the youkai already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex)
A youkai 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 youkai 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 youkai must possess an equal number of the limbs evolution.

Climb (Ex)
A youkai becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the youkai’s climb speed by 20 feet.

Gills (Ex)
A youkai has gills and can breathe underwater indefinitely.

Improved Damage (Ex)
One of the youkai’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 a youkai selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex)
A youkai’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the youkai possesses.

Magic Attacks (Su)
A youkai 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 youkai is 10th level or higher, all of the youkai’s weapons are treated as the alignment of the youkai for the purpose of overcoming damage reduction.

Mount (Ex)
A youkai is properly skilled and formed to serve as a combat-trained mount. The youkai must be at least one size category larger than its rider. This evolution is only available to youkai of the quadruped and serpentine base forms.

Pincers (Ex)
A youkai grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Youkai with the grab evolution linked to pincers gain a +2 bonus on CMB checks made to grapple. The youkai must have the limbs (arms) evolution to take this evolution. Alternatively, the youkai can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the youkai must possess an equal number of the limbs evolution.

Pounce (Ex)
A youkai gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to youkai of the quadruped base form.

Pull (Ex)
A youkai gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the youkai makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the youkai. This ability only works on creatures of a size equal to or smaller than the youkai. Creatures pulled in this way do not provoke attacks of opportunity. The youkai must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time a youkai selects this evolution, it applies to a different natural attack.

Push (Ex)
A youkai gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the youkai makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the youkai. This ability only works on creatures of a size equal to or smaller than the youkai. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time a youkai selects this evolution, it applies to a different natural attack.

Reach (Ex)
One of a youkai’s attacks is capable of striking at foes at a distance. Pick one attack. The youkai’s reach with that attack increases by 5 feet.

Resistance (Ex)
A youkai’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 youkai gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the youkai possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time a youkai selects this evolution, it applies to a different energy type.

Scent (Ex)
A youkai’s sense of smell becomes quite acute. The youkai gains the scent special quality, allowing it to 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 can be detected at twice the normal range. Scent does not allow the youkai to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The youkai can pinpoint the creature’s location if it is within 5 feet. The youkai can use scent to track creatures (see page 304 of the Pathfinder Roleplaying Game Bestiary for details).

Skilled (Ex)
A youkai 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 a youkai selects this evolution, it applies to a different skill.

Slam (Ex)
A youkai can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The youkai must have the limbs (arms) evolution to take this evolution. Alternatively, the youkai can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the youkai must possess an equal number of the limbs evolution.

Sting (Ex)
A youkai possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The youkai must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the youkai must possess an equal number of the tail evolution.

Swim (Ex)
A youkai gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the youkai the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the youkai’s swim speed by 20 feet.

Tail (Ex)
A youkai grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

Tail Slap (Ex)
A youkai can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The youkai must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the youkai must possess an equal number of the tail evolution.

Tentacle (Ex)
A youkai possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

Wing Buffet (Ex)
A youkai learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The youkai must possess the flight evolution, with wings, to select this evolution.

2-Point Evolutions
The following evolutions cost 2 points from the youkai’s evolution pool.

Ability Increase (Ex)
A youkai grows larger muscles, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the youkai’s ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the youkai possesses.

Constrict (Ex)
A youkai gains powerful muscles that allow it to crush those it grapples. Whenever the youkai successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to youkai of the serpentine base form.

Energy Attacks (Su)
A youkai’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the youkai’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The youkai must be at least 5th level before selecting this evolution.

Flight (Ex or Su)
A youkai grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The youkai gains a fly speed equal to its base speed. The youkai’s maneuverability depends on it size. Medium or smaller youkai have good maneuverability. Large youkai have average maneuverability, while Huge youkai have poor maneuverability. For 2 additional evolution points, the youkai flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The youkai’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The youkai must be at least 5th level before selecting this evolution.

Gore (Ex)
A youkai grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex)
A youkai becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the youkai makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the youkai grapples the target. This ability only works on creatures of a size one category smaller than the youkai or smaller. Youkai with this evolution receive a +4 bonus on CMB checks made to grapple.

Immunity (Su)
A youkai’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The youkai gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The youkai must be at least 7th level before selecting this evolution.

Limbs (Ex)
A youkai 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 youkai’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The youkai 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 youkai is proficient. This evolution can be selected more than once.

Poison (Ex)
A youkai secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Youkai poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 the youkai’s HD + the youkai’s Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The youkai must be at least 7th level before selecting this evolution.

Rake (Ex)
A youkai grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The youkai receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to youkai of the quadruped base form. This evolution counts as one natural attack toward the youkai’s maximum. The youkai must be at least 4th level before selecting this evolution.

Rend (Ex)
A youkai learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the youkai makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the youkai’s Strength modifier. The youkai must possess the claws evolution to select this evolution. The youkai must be at least 6th level before selecting this evolution.

Trample (Ex)
A youkai gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the youkai can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the youkai does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the youkai’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the youkai’s HD + the youkai’s Strength modifier. A trampling youkai can only deal trampling damage to a creature once per round. This evolution is only available to youkai of the biped or quadruped base forms.

Tremorsense (Ex)
A youkai becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the youkai and the creature to be pinpointed are in contact with the ground. The youkai must be at least 7th level before selecting this evolution.

Trip (Ex)
A youkai becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the youkai makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the youkai is not tripped in return. This ability only works on creatures of a size equal to or smaller than the youkai. The youkai must possess the bite evolution to select this evolution.

3-Point Evolutions
The following evolutions cost 3 points from the youkai’s evolution pool.

Alternate Form (Su)
A youkai with this evolution gains an Alternate Form. The alternate form is created the same way the first form was. First the youkai selects a base; this base does not need to be the same as its first. For example it is very common for quadruped animal youkai to have a humanoid biped alternate form. However, only one forth of the youkai’s evolution points (rounded down) may be spent differently than the first form. Points spent on Alternate Form must be spent for by all Alternate Forms. Alternate Form may be purchased more than once but every additional form costs an additional 2 Evolution Points. It takes a standard action to change forms.

Blindsense (Ex)
A youkai’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the youkai to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the youkai. Visibility still affects the youkai’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The youkai must be at least 9th level before selecting this evolution.

Burrow (Ex)
A youkai grows thick and gnarled claws, allowing it to move through the earth. The youkai gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The youkai must be at least 9th level before selecting this evolution.

Damage Reduction (Su)
A youkai’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The youkai gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the youkai. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The youkai must be at least 9th level before selecting this evolution.

Frightful Presence (Ex)
A youkai becomes unsettling to its foes, gaining the frightful presence ability. The youkai can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the youkai must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the youkai’s HD + the youkai’s Charisma modifier. If the youkai has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the youkai are immune to this effect. The youkai must be at least 11th level before selecting this evolution.

Swallow Whole (Ex)
A youkai gains the swallow whole ability, giving it the ability to consume its foes. If the youkai begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the youkai. Swallowed creatures take damage equal to the youkai’s bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the youkai’s total hit points. The youkai’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the youkai loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the youkai’s mouth, where it can attempt to escape or be swallowed again. The youkai must possess the grab evolution, tied to a bite attack, to take this evolution. The youkai must be at least 9th level before selecting this evolution.

Web (Ex)
A youkai gains a pair of spinnerets, giving it the ability to spin webs. The youkai can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the youkai. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the youkai’s HD + the youkai’s Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the youkai’s total Hit Dice. The youkai can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The youkai must possess the climb evolution to take this evolution. The youkai must be at least 7th level before selecting this evolution.

4-Point Evolutions
The following evolutions cost 4 points from the youkai’s evolution pool.

Blindsight (Ex)
A youkai’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The youkai can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The youkai must possess the blindsense evolution to take this evolution. The youkai must be at least 11th level before selecting this evolution.

Breath Weapon (Su)
A youkai learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The youkai can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the youkai’s HD + the youkai’s Constitution modifier. The youkai can use this ability once per day. The youkai can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The youkai must be at least 9th level before selecting this evolution.

Fast Healing (Su)
A youkai’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The youkai heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the youkai to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the youkai is alive. This fast healing does not function when the youkai is not on the same plane as its youkai. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The youkai must be at least 11th level before selecting this evolution.

Large (Ex)
A youkai grows in size, becoming Large. The youkai gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the youkai has the biped base form, it also gains 10-foot reach. Any reach evolutions the youkai possesses are added to this total. The youkai must be Medium to take this evolution. The youkai must be at least 8th level before selecting this evolution.
If 6 additional evolution points are spent, the youkai instead becomes Huge. The youkai gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the youkai has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the youkai possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The youkai must be at least 13th level before selecting this option.
The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge youkai.

Spell Resistance (Ex)
A youkai is protected against magic, gaining spell resistance. The youkai’s spell resistance is equal to 11 + the youkai’s level. This spell resistance does not apply to spells cast by the youkai. The youkai must be at least 9th level before selecting this evolution.

Variable-Point Evolutions
The following evolutions cost a variable number of points from the youkai’s evolution pool.

Spell Like Ability (Sp)
The Youkai gains a Spell-Like Ability. The Evolution Point cost is equal to the spell’s level multiplied by the number of times per day it may be cast. (For example, Fireball 2/day would cost 6 evolution points) Saves use the original spell’s level and are Charisma based, caster level equal to the youkai’s class level. Spell-Like Abilities purchased at 6/day becomes at-will. The DM reserves the right to ban at-will spells that may disrupt the game, such as Cure Light Wounds.

EvoMonster

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