Little can be seen of this fiend, its body cloaked in a shroud of perpetually shifting, ghastly illusions and phantasms. Beneath its shimmering veil, it has glossy black flesh, a bleached white face, and twisted horns. Its long caiman muzzle perpetually gapes, but other than that, its face is void of sensory organs, save for two orbs that move below the surface of its flesh. This creature flows rather than moves, and its flexible body lacks a definite skeletal structure except for a long, bony tail.
AC 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural, –1 size)
Speed 30 ft., fly 40 ft. (good)
Constant—deathwatch, true seeing
Str 20, Dex 25, Con 23, Int 19, Wis 18, Cha 22
As a standard action, a phasmadaemon that begins its turn with a grappled opponent can attempt to feed on the creature’s mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way. If the creature being grappled is already panicked at the beginning of the phasmadaemon’s turn, it must save instead on a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +1 profane bonus on attack rolls, saving throws, and checks for every 2 points of Charisma its victim had before dying; the profane bonuses last for 24 hours. The save DCs are Charisma-based.
A phasmadaemon’s illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon’s greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% the normal effect or is 80% likely to occur, rather than 60%.