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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Latest RPG Post

Out of Character: I thought about writing a science fiction story, set in the not to distant future. Then considered the possibilities, what would happen, to a disillusioned, and almost retired detective whom decided to go on a holiday? But this was no ordinary holiday, but a utopia for the rich, those seeking fame and fortune. Not on earth, where they were a failure, but on earths nearest neighbor Mars.


Mark had only one thought, to get away. They said Mars had become a utopia for easy money. Facing redundancy he had no regrets about leaving Earth. The spacecraft taxied down the runway, as its engines roared into life.

"Is this your first flight into space?" said a slender brunette sitting next to him.
"Yes, I’m going to Mars," Mark replied.
"Well this will be my third trip, you soon get used to it."
"What work do you do on Mars?" Mark asked.
"I work as a Chemist at Pascal Enterprise."

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