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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).



ECOLOGY

Environment any
Organization solitary
Treasure double standard

The phasm is a bizarre aberration. Its normal form is an ovoid blob of protoplasmic material, but it spends most of its life imitating humanoids. In this form, a phasm acts on its whims, exploring, adventuring, stealing, living an existence of aesthetic deprivation or hedonistic indulgence. Each phasm is different, and may change personalities within a single lifetime. A phasm may attempt to take over a kingdom simply for the thrill of the experience, while another might found a religion based on service and generosity. However, all phasms derive the greatest pleasure from fooling other creatures about their true nature.

If discovered, a phasm first attempts to slay those who realize it is not what it appears to be, though it might also negotiate if it believes there is greater benefit to doing so. In combat, a phasm employs whatever weapons and items it has at hand. It only uses its slam attack if unarmed. If it can’t defeat opponents in open combat, a phasm resorts to subtler means, such as poison, curses or assassination.

A phasm also uses its ability to change shape to aid itself in combat. Against creatures it intends to slay, a phasm assumes the form of a dragon or other dangerous beast. If it needs to flee it changes shape into a swift animal.

While impersonating a humanoid, a phasm often accrues class levels in fighter, rogue or wizard. Due to its whimsical and mutable nature, a phasm loses these class levels after a few years, especially if it takes up the role of a different individual. The average age of a phasm is 2d4+3 (x100) years, and there is no known limit to how old a phasm can grow. Families of adventurers report engaging in generations-long battles with individual phasms, the creature plaguing grandfathers, fathers and sons.

A phasm weighs about 400 pounds, and appears as an ooze in its natural form. Dark spots on its body indicate the presence of sensory organs.

Section 15: Copyright Notice – Forgotten Foes

Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.