This list of mutations is avaiable to all evolutionists of the Undead type, augmented undead subtype and those who take the Undead Mutator feat.


Teratomorph I

  • Unholy Toughness: The evolutionist uses his charisma modifier to determine his hit points (instead of his constitution modifier if he has one).

Teratomorph II

  • Decrepit [Skeletal] I: The evolutionist takes only half damage from piercing attacks.
  • Decrepit [Dead Flesh] I: The evolutionist takes only half damage from bludgeoning attacks.
  • Decrepit [Tough Hide] I: The evolutionist takes only half damage from slashing attacks.

Teratomorph III

  • Consume Life: Whenever the evolutionist inflicts ability penalties, damage, ability drain or negative levels with a supernatural, spell-like or psi-like ability, he heals 5 hit points for each point of penalty, damage, drain or negative level dealt. If he is at full health he gains the same amount of temporary hit points as he would have healed. These temporary hit points last for up to 1 hour.

Teratomorph IV

  • Decrepit [Skeletal] II (Requires Decrepit [Skeletal] I): The evolutionist is immune to piercing damage.
  • Decrepit [Dead Flesh] II (Requires Decrepit [Dead Flesh] I): The evolutionist is immune to bludgeoning damage.
  • Decrepit [Tough Hide] II (Requires Decrepit [Tough Hide] I): The evolutionist is immune to slashing damage.

Teratomorph V

  • Rejuvenation: The evolutionist stands defiant in the face of death. He may perform a ritual, taking eight hours, to bind his life force to a specific place or to an object, the evolutionist may only have one place or object affected by this ritual at any one time and is always aware of whether it is active or not. Whenever the evolutionist dies, he will reform after 1d6+4 days on the place or next to the object he has bound his life force to, suffering no penalties for this resurrection. This revival can be prevented, however. The ritual is broken if the place the evolutionist has bound his life force to is subjected to a Consecrate or Hallow spell, or if the object he has bound his life force to is destroyed. Places and objects subject to this ritual exude an aura of necromancy with a caster level equal to the evolutionist’s mutator level.

Teratomorph VI

  • Incorporeality: The evolutionist can, as a standard action, become incorporeal indefinitely (along with all of his carried equipment), or return to a corporeal state with a similar action. While incorporeal the evolutionist is weightless and may fly at his base land speed with perfect maneuverability, he may add his dexterity modifier to attack melee rolls, but has no effective strength score for the duration.


Mutant Ascendancy: The evolutionist gains the option to ascend into an undead being, somewhat. This ascendancy has a few special interactions with other creature types.
Undead ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not undead or construct she gains the Ghastly subtype, described below, if she had the construct type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:

  • Undead: The evolutionist gains a +2 bonus to fortitude and will saves. And may attempt to rebuke (but not control) undead once every five turns, with an effective cleric level equal to his mutator level.

As a final note, ascendancy cannot resurrect the undead. Should an undead creature elect to take an ascendancy for a creature type other than its own, it retains the Undead type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.

Mutant Perfection: There is a tiny, hungry darkness within each undead being that is linked ever so slightly to the starving entropy of the Negative Energy Plane, the evolutionist has opened that floodgate within his void-touched soul and externalized it wholly. The evolutionist generates a field with a radius of 20 feet that mimics the effects of the Minor Negative Dominant planar trait, in addition, the area immediately adjacent to the evolutionist carries the Major Negative Dominant planar trait, with a save DC against negative levels of 10 + ½ mutator level + Cha mod.
The evolutionist can suppress this ability as a swift action.



Create Spawn [Supernatural]
Prerequisite: Mutator level 7, Desecration, Energy Drain or Debilitate
Ability Score: None
Benefit: Creatures that die while afflicted by ability penalty or negative levels inflicted by the evolutionist with supernatural abilities are raised as zombies or skeletons one minute later under his control. The evolutionist can control up to his mutator level in undead HD.
Further Mutations: Each time this mutation is taken after the first, the limit of controlled undead HD increases by the evolutionist’s mutator level. This mutation can be taken once per four mutator levels.
Special: This mutation counts as a necromancy spell for the purposes of feats and abilities that alter such effects.

Debilitate [Supernatural]
Prerequisite: Negaton Touch, Mutator level 4.
Ability Score: None
Benefit: The evolutionist’s negaton touch attacks inflict a penalty to his target’s ability scores. He must chose which ability score this mutation affects upon selecting it, and inflicts 1d3 point of ability penalty for one minute on a successful attack. Ability penalties to the same score do not stack, only the highest one applies and the duration is set by the last appication. This ability is considered a negative energy effect.
Further Mutations: The evolutionist can chose to penalize additional ability scores when taking this mutation further or he can increase the penalty dealt by one (to 1d3+1, 1d3+2, etc). This mutation can be taken once per three mutator levels.

Desecration [Supernatural]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist produces an effect identical to the Desecrate spell, centered on him.
Further Mutations: If this mutation is taken a second time, the evolutionist is treated as an altar to an unholy power for the purposes of the desecrate effect. This mutation can be taken up to two times.

Energy Drain [Supernatural]
Prerequisite: Negaton Touch, Mutator level 6
Ability Score: Charisma
Benefit: As a standard action that requires a touch attack, or whenever he wins a grapple check, the evolutionist may inflict one negative level to a victim. When he deals a negative level, the evolutionist may opt to also inflict the damage of his Negaton Touch on the victim.
Negative levels inflicted with this mutation last for up to one hour per mutator level, so it only risks becoming permanent level loss at epic levels.
Further Mutations: This mutation can be taken once per ten mutator levels, each time it is taken, the number of negative levels inflicted increases by 1. Negaton touch damage can be inflicted separately with each negative level applied.

Gloom [Supernatural]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist projects a radius of shadowy illumination with a radius of 10 feet centered on him. If the radius of this ability overlaps with that of a light spell or effect, the one with the lowest effective spell level is suppressed (but not dispelled), the effective spell level of this ability is equal to the number of times the mutation is taken.
This ability can be suppressed or activated as a swift action.
Further Mutations: Each time this mutation is taken after the first, the radius of the effect increases by 10 feet. If this mutation is taken at least four times, the evolutionist may chose to emit complete darkness instead of shadowy illumination. If this mutation is taken at least seven times, the evolutionist may chose to emit a thick, inky darkness that, in addition to the usual effects of complete darkness, obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target), the evolutionist himself may still treat this as if it were complete darkness. This mutation can be taken once per two mutator levels.

Negaton Shield [Extraordinaire]
Prerequisite: -
Ability Score: None.
Benefit: The evolutionist gains resistance 5 to positive energy and to negative energy. This resistance does not interfere with healing granted by either of those energies, only damage.
Further Mutations: -
Special: The resistances granted by this mutation don’t count as energy resistance for the purposes of mutations that have that as a prerequisite.

Negaton Blast [Supernatural]
Prerequisite: Negaton Shield, Mutator level 2.
Ability Score: None
Benefit: The evolutionist can deliver a blast of negative energy as a ranged touch attack against an enemy within 60 feet. This blast deals 1d4 damage per two mutator levels. Firing a negaton blast is a standard action.
Further Mutations: Each instance of this mutation after the first can either increase the range of the negaton blast by 20 feet or increase the damage die by one step, to a maximum of 1d8 damage per two mutator levels. If this mutation is taken at least four times, the Negaton Blast can be used as an attack action instead of a standard action, and up to one blast can be fired for each time this mutation was taken. This mutation can be taken once per three mutator levels.

Negaton Infusion [Supernatural]
Prerequisite: Negaton Touch applied to claw or slam attack (or any other natural attack that can be used to wield a weapon).
Ability Score: None
Benefit: The evolutionist may choose one natural weapon he has applied negaton touch to. Any manufactured weapon he wields in place of that natural weapon receives the benefits of negaton touch.
Further Mutations: Each time this mutation is taken, the evolutionist must apply it to a different natural weapon.

Negaton Touch [Supernatural]
Prerequisite: Negaton Shield, any one natural weapon.
Ability Score: None
Benefit: The evolutionist chooses one natural weapon he has, that natural weapon deals additional negative energy damage equal to 1d6 + half his mutator level. In addition, the evolutionist can, instead of making a normal attack, make a touch attack with the any limb that received negaton touch, dealing only the damage from negaton touch if he does this. Touch attacks made with this mutation are considered attacks made with the natural weapon that received it.
This ability can be deactivated or activated as a free action at any time.
Further Mutations: Each time this mutation is taken the evolutionist can either increase the damage of his negaton touch by 1d6 or add the damage to another natural weapon. This mutation can be taken once per three mutator levels..

Unholy Grace [Supernatural]
Prerequisite: +2 base bonus on the appropriate save.
Ability Score: None
Benefit: The evolutionist chooses one of his saves (Fortitude, Reflex or Will). He may add his charisma modifier as a bonus on that save.
Further Mutations: Each time this mutation is taken, the evolutionist chooses a new save. This mutation can be taken up to three times.

Turn Resistance [Extraordinaire]
Prerequisite: -
Ability Score: None
Benefit: The evolutionist’s turn resistance increases by +2.
Further Mutations: -


The ghastly is a new subtype of undead, a being not wholly undead but not exactly alive either. Ghastly combine aspects of both undead and living creatures, as detailed below. 
Features: A ghastly derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. Traits: A ghastly possesses the following traits (unless otherwise noted in a creature’s entry). 

  • Unlike other undead, a ghastly has a Constitution score. A ghastly creature gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
  • Unlike other undead, a ghastly does not have low-light vision or darkvision, by default.
  • Unlike other undead, a ghastly is not immune to mind-influencing effects.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
  • Unlike other undead, ghastly are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Ghastly can be affected by spells that target living creatures as well as by those that target undead. They are healed by negative energy and harmed by positive energy as undead are.
  • A ghastly responds slightly differently from other living creatures when reduced to 0 hit points. A ghastly with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a ghastly is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert ghastly does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • Can be raised or resurrected.
  • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Does not need to sleep, but must rest for 8 hours before preparing spells.