|Size/Type:||Medium Aberration (Shapechanger)|
|Hit Dice:||15d8+30 (97 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||17 (+2 Dex, +5 natural), touch 12, flat-footed 15|
|Attack:||Slam +12 melee (1d3+1)|
|Full Attack:||Slam +12 melee (1d3+1)|
|Space/Reach:||5 ft./5 ft.|
|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|
|Alignment:||Usually chaotic neutral|
|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. 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.
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.
A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).
A phasm can assume any form of Large size or smaller as a standard action. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form.
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.