This entity appears as a translucent humanoid with faintly discernable facial features twisted and corrupted by evil. Its arms are long and thin and trail off in wisps of immaterial matter.
Str --, Dex 21, Con --, Int 15, Wis 15, Cha 16
Once per round, by making a successful incorporeal touch attack, a phantasm can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell, except that it doesn't require a receptacle. If the attack succeeds, the phantasm's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 21). A creature that successfully saves is immune to that phantasm's possession ability for one day.
A possessing phantasm automatically deals one negative level (from its energy drain ability) each round. A possessed creature can attempt a Will save (DC 19) each round to force the phantasm out of its body. If successful, the phantasm is ejected from the host and cannot attempt to possess the same host for 1 minute. If turned or subjected to a dismissal spell while possessing a host, the phantasm is likewise ejected. The save DCs are Charisma-based.