Dungeons and Dragons Phasm 3.5 PBP RPG

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Phasm

Phasm

Medium Aberration (Shapechanger)

Hit Dice:

15d8+30 (97 hp)

Initiative:

+6

Speed:

30 ft. (6 squares)

Armor Class:

17 (+2 Dex, +5 natural), touch 12, flat-footed 15

Base Attack/Grapple:

+11/+12

Attack:

Slam +12 melee (1d3+1)

Full Attack:

Slam +12 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

-

Special Qualities:

Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.

Saves:

Fort +11, Ref +11, Will +11

Abilities:

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

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

Feats:

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

Environment:

Underground

Organization:

Solitary

Challenge Rating:

7

Treasure:

Standard

Alignment:

Usually chaotic neutral

Advancement:

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

Level Adjustment:

-

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

If pursued or harassed, a phasm transforms into the most fearsome creature it knows 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. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the phasm does not regain hit points for changing form. 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.


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"Once the wall drops, I'll push my Flaming Sphere through first. That should deter any immediate ambush while not risking anyone getting harmed for taking point. It'll move roughly 30ft so be aware of that while planning your actions."

"After that I'll take rearscout and guard, provide healing support when needed, as well as loot the fallen foes. Right now I'm more of a liability than an asset in this fight; but I'm more than useless and will aid the group as I can."

With that said, Oswald moves over to the bodies as well. Taking little time to search them, he is mostly grabbing obvious objects of value, moving quickly from one body to the next. He rushes each search, often cutting belts and backpack straps in half for faster access to the weapons, coin pouches, and attached gear; each shoved hastily into his bag of holding to be sorted later.

He watches as the wall drops and carefully moves the sphere through, keeping it out of harms way of Silas; unsure if he possesses any kind of fire resistance or immunity.

Out of Character: My action this turn will be Investigation to search for valuables, though he will also take everything attached to belts or in backpacks; and probably even a few empty scabbards in his haste.

He will move from the back towards the wall while scavenging. His bonus action will be to move the sphere; while maintaining concentration.

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