Phasm

Medium Aberration (Shapechanger) — CR 7

Monster Manual v.3.5 (MM), p. 2083.5
Hit Dice
15d8+30 (97 hp)
Initiative
+6
Speed
Land 30 ft
Armor Class
17, touch 12, flat-footed 15
Base Attack / Grapple
+11/+12
Attack
Slam +12 melee (1d3+1)
Full Attack
Slam +12 melee (1d3+1)
STR
12
DEX
15
CON
15
INT
16
WIS
15
CHA
14
Fort / Ref / Will
+11 / +11 / +11
Challenge Rating
7
Alignment
Usually Chaotic-Neutral
Organization
Solitary
Treasure
Standard
Environment
Undergrounds
Level Adjustment

Special Abilities

Alternate FormAmorphousResilientScentTelepathyTremorsense

Feats

This creature looks like a slithering blob of multicolored goo perhaps 5 feet wide and a little less than half that high.

Description

A phasm is an amorphous creature that can assume the guise of almost any other creature or object.

Its shapeshifting ability frees a phasm from most material needs, which usually leads it to a life of exploration, hedonism, or philosophical contemplation. There’s no telling where a phasm will turn up, nor what it will do if discovered. They are natural spies but notoriously unreliable, since they feel no particular need to report what they learn. They have an affinity for doppelgangers and sometimes ally themselves with groups of them for security—or just for the fun of it.

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. Phasms value new experiences: fresh scents and tastes, obscure facts, gossip, odd bird-a-brac, and the like. Those who offer a phasm such things stand a good chance of avoiding a fight.

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 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. 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.