Phasm | CR 7 |
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Usually CN Medium Aberration (Shapechanger) Init +6; Senses scent, tremorsense 60 ft.; Listen +12, Spot +12 Languages Common; telepathy 100 ft. |
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AC 17, touch 12, flat-footed 15; amorphous, Dodge, Mobility hp 97 (15 HD) Fort +11, Ref +11, Will +11 |
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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 |
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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) |
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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. |