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A floating semi-transparent humanoid dressed in grayish robes slowly moves toward you. Its face is either nonexistent or concealed behind a translucent gray mask. A faint pulsating white light surrounds its form.

Phasma CR 12

XP 19,200
CE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +23


AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
hp 123 (13d8+65)
Fort +9, Ref +11, Will +13
Defensive Abilities channel resistance +4, incorporeal;
Immune undead traits


Speed fly 40 ft. (perfect)
Melee incorporeal touch +14 (1d6 plus 1d6 Wisdom drain)
Special Attacks phantasmagoria, Wisdom drain
Spell-like Abilities (CL 13th):

At will--detect good
1/day--blasphemy (DC 22), unholy aura (DC 22)
3/day--dispel magic, protection from evil, quickened protection from good


Str --, Dex 20, Con --, Int 15, Wis 17, Cha 20
Base Atk +9; CMB +14; CMD 29
Feats Alertness, Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (protection from good)
Skills Bluff +21, Fly +13, Intimidate +21, Knowledge (any one) +15, Perception +23, Sense Motive +23, Spellcraft +18
Languages Common


Phantasmagoria (Su)

Twice per day, a phasma can create a phantasmal image of the most fearsome creature imaginable to each subject within 30 feet. This effect is identical to a phantasmal killer spell (caster level 13th) except it affects all creatures within 30 feet rather than just a single target and deals 6d6 points of damage (rather than 3d6 like the spell) on a successful Fortitude save. The Will save has a DC of 21 and the Fortitude save has a DC of 21. A creature that succeeds on its Will save is immune to the phantasmagoria attack of that phasma for 24 hours. The save DCs are Charisma-based.

Wisdom Drain (Su)

A phasma feeds on the mental strength of its enemies. Its incorporeal touch deals 1d6 points of Wisdom drain each time one of its attacks hits. On each successful attack, a phasma gains 5 temporary hit points

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