# Phasm
>[!rimg]+
> ![[Placeholder2.png]]
*This creature looks like a slithering blob of multicolored goo perhaps 5 feet wide and a little less than half that high.*
<div class="grid-container"><div class="MON">Phasm</div>
<div class="CR">CR 7 (3,200 XP)</div>
<div class="SOU">Monster Manual pg. 208</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CN Medium Aberration (shapechanger)
**Init** +6
**Senses** darkvision 60 ft., tremorsense 60 ft., scent; **Perception** +24
#### defense
**AC** 18, 13 touch, 15 flat-footed (+2 Dex, +1 dodge, +5 natural)
**hp** 98 (15d8+30)
**Fort** +13, **Refl** +13, **Will** +11
**Feint** 23, **Demoralize** 27
**Defensive Abilities** amorphous, resilient
#### offense
**Speed** 30 ft.
**Melee** 2 slams +12 (1d4+1)
**Space** 5 ft., **Reach** 5 ft.
#### statistics
**Str** 12, **Dex** 15, **Con** 15, **Int** 16, **Wis** 15, **Cha** 14
**BAB** +11, **CMB** +12, **CMD** 25, **TA** +12, **RTA** +13
**Feats** [[Alertness]], [[Blind-fight]], [[Combat Reflexes]], [[Dodge]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]], [[Mobility]]
**Skills** Bluff +17, Climb +19, Craft +18 (any one), Diplomacy +17, Disguise +17, Perception +24, Survival +20
**Languages** Aklo, Undercommon; telepathy 100 ft.
**SQ** change shape (_polymorph_)
#### special abilities
### Resilient (Ex)
A phasm gains a +4 racial bonus on Fortitude and Reflex saves. Once per day, when it fails a Fortitude, Reflex or Will save, it can immediately choose to succeed instead.
#### tactics
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 bricabrac, 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.
#### ecology
**Terrain** Underground
**Organization** Solitary
**Treasure** Standard
**Advancement** 15–21 HD (Huge); 22–45 HD (Gargantuan)
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.