Phasm

MapTool Token

NamePhasm
Sorted NamePhasm
FamilyPhasm
Size and TypeMedium Aberration (Shapechanger)
Hit Dice Count15
Hit Dice15d8+30 (97 hp)
Random Hit Points15d8+30 - 30
Initiative+6
Speed30 ft. (6 squares)
Armor Class17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple+11/+12
Attack

Slam +12 melee (1d3+1)

Full Attack

Slam +12 melee (1d3+1)

Space/Reach5 ft./5 ft.
Special Attacks-
Special Qualities

Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.

SavesFort +11, Ref +11, Will +11
AbilitiesStr 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills

Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8

Feats

Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

EnvironmentUnderground
Challenge Rating7
Organization

Solitary

TreasureStandard
AlignmentUsually chaotic neutral
Advancement15-21 HD (Huge); 22-45 HD (Gargantuan)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Phasm; CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30 ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12; Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.; AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8; Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

Phasm

Phasm
Medium Aberration (Shapechanger)
Hit Dice:
15d8+30 (97 hp)
Initiative:
+6
Speed:
30 ft. (6 squares)
Armor Class:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+11/+12
Attack:
Slam +12 melee (1d3+1)
Full Attack:
Slam +12 melee (1d3+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
-
Special Qualities:
Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves:
Fort +11, Ref +11, Will +11
Abilities:
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills:
Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment:
Underground
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
15-21 HD (Huge); 22-45 HD (Gargantuan)
Level Adjustment:
-

A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.

Phasms can speak Common but prefer telepathic communication.

Combat

When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes.

If pursued or harassed, a phasm transforms into the most fearsome creature it knows 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 has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Resilient (Ex): A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).

Alternate Form (Su): A phasm can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the phasm does not regain hit points for changing form. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form.

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 shapechange, a phasm gains a +10 circumstance bonus on Disguise checks.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +12 melee (1d3+1), or Slam +12 melee (1d3+1)

feats: ALERTNESS, BLIND-FIGHT, COMBAT REFLEXES, DODGE, IMPROVED INITIATIVE, MOBILITY, ,