PhasmCR 7

Usually CN Medium Aberration (Shapechanger)

Init +6; Senses scent, tremorsense 60 ft.; Listen +12, Spot +12

Languages Common; telepathy 100 ft.

AC 17, touch 12, flat-footed 15; amorphous, Dodge, Mobility
(+2 Dex, +5 natural)

hp 97 (15 HD)

Fort +11, Ref +11, Will +11

Speed 30 ft.,

Melee Slam +12 (1d3+1)

Space 5 ft.; Reach 5 ft.

Base Atk +11; Grp +12

Atk Options Blind-Fight, Combat Reflexes

Special Actions alternate form

Abilities Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

SQ resilient

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

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

Advancement 15-21 HD (Huge); 22-45 HD (Gargantuan)

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).

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.