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    Phasm

    The man before you suddenly dissolves into an ooze of shifting gray material.


    Phasm CR 7

    XP 3,200
    CN Medium aberration (shapechanger)
    Init +7; Senses tremorsense 60 ft.; Perception +22

    DEFENSE

    AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
    hp 84 (13d8+26)
    Fort +10, Ref +11, Will +10
    Defensive Abilities amorphous, resilient

    OFFENSE

    Speed 30 ft.
    Melee slam +12 (1d3+1)

    STATISTICS

    Str 12, Dex 16, Con 15, Int 18, Wis 15, Cha 14
    Base Atk +9; CMB +11; CMD 24
    Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Improved Initiative, Weapon Finesse
    Skills Bluff +15, Climb +17, Diplomacy +15, Escape Artist +11, Knowledge (any one) +20, Perception +22, Sense Motive +19, Stealth +19, Survival +18; Racial Modifier +8 to Escape Artist
    Languages Common, telepathy 100 ft.
    SQ change shape (shapechange, Large or smaller)

    SPECIAL ABILITIES

    Amorphous (Ex)

    In its natural form, a phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits, sneak attack, or precision damage and cannot be flanked. Also in its natural form, a phasm gains +4 racial bonus to CMB to resist bull rush and grapple attempts and cannot be tripped.

    Resilient (Ex)

    A phasm has a +4 racial bonus to Fortitude and Reflex saves. (Already included in the stat block).

    Editor's Notes

    1.  CMB for this creature is one too high; it should be:
    CMB +10.
    2.  CMD is missing bonuses from the amorphous ability:
    CMD 24 (28 vs. grapple and bull rush; cannot be tripped)

    GM's are encouraged to use these values.


    Lore

    Characters with ranks in Knowledge (dungeoneering) can learn more about a Phasm. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (dungeoneering)

    DC Result
    12

    Phasms are aberrant shapeshifters that enjoy impersonating humanoid creatures.

    17

    If discovered, a phasm does not hesitate to slay those who know its true nature.

    22

    The strange anatomy of a phasm makes it immune to critical hits, sneak attacks, and many mind-affecting spells.

    27

    Phasms enjoy novel experiences and items, and will bargain with creatures who can offer them such things.