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Monsters

id88
NamePhasm
SizeAndTypeMedium-Size Shapechanger
HitDice15d8+30 (97)
Initiative+6 (+2 Dex, +4 Improved Initiative)
Speed30 ft.
ArmorClass17 (+2 Dex, +5 natural)
Attacks2 slams +12 melee
DamageSlam 1d3+1
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacks
SpecialQualitiesAmorphous, scent, alternate form, telepathy,tremorsense
Saves_Fort11
Saves_Ref11
Saves_Will11
AbilitiesStr 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
SkillsBluff +15, Climb +7, Craft (any one) +7, Disguise +7*,Knowledge (any one) +7, Listen +10, Spot +10, Wilderness Lore +6
FeatsAlertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Mobility, Skill Focus (Disguise)
ClimateAndTerrainAny land and underground
OrganizationSolitary
ChallengeRating_Value7
TreasureStandard
AlignmentUsually neutral
Advancement15-21 HD (Huge); 22-42 HD (Gargantuan)
Description

Phasms can speak Common but prefer telepathic communication.

Combat

If pursued or harassed, a phasm transforms into the most fearsome creature it knows, such as an adult white dragon or a fire giant, and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.

Amorphous (Ex): A phasm in its natural form is immune to poison, sleep, paralysis, stun, and polymorph. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Alternate Form (Su): Phasms can assume the form of any corporeal creature or object from Diminutive to Large size as a standard action. This ability is otherwise similar to shapechange as cast by a 20th-level sorcerer.

Telepathy (Su): Phasms can communicate telepathically with any creature within 100 feet that has a language.

Tremorsense (Ex): A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.

Skills: *When using alternate form, a phasm receives a +10 circumstance bonus to Disguise checks.