Nothing bad's gonna happen to me.
Originally Posted by Little Girl with Long Hair- There was that girl...
- What girl? Hey! Hey! - the deputy snapped his fingers in the face of a shaking man, - Look at me! What girl?!
- Little girl. Twelve years maybe? With the hair, ye, her hair...
- What did you do, bastards? - the deputy banged his fist on the table.
- Son, go away and cool it, - a voice came from the corner of the room.
- But boss, look at him! He all in blood! I swear by the gods, if he did something with that...
- Johnny, do I have to repeat?
- No, sir, - the deputy averted his eyes and left the room.
- Joshua? Your name is Joshua, right? You said about a girl, where did you meet her? - the sheriff spoke in a calm voice, and the young man across the table even stopped shaking.
- Near the old tower, sir.
- In the slums?
- Yes, sir. People say there used to be a wizard's place there many times ago, but now it’s just a wreck. We with buddies were just passing through when we heard the crying.
- And what did you do? By the way, how many were you? Three?
- Yes, sir. I, Dan and Danny, they always were fighting about similar names and now they... they...
- Easy, easy, Joshua. You heard crying, right?
- Yes, sir. I... I'm afraid.
- Why Joshua?
- I remember my father, sir, he beat me up when I was a kid and I cried. I heard crying and remembered this.
- I understand. What did you do next?
- We... we went in the direction of the sound... Then I saw her. The girl. Her hair. It was so beautiful. Beautiful long black hair with some green gems in it. Tangled a bit, but very beautiful... I wanna come up and touch it.
- Why Joshua?
- Sir... I don't know, sir. Hair looked so soothing, so safe. I wanted to come and hide in it from my fear... I think...
- Good, son, tell me what happened next.
- Next... Next! Horrible, horrible, it was! Sheer terror, sir! I tarried, and Dan and Danny were the first to approach the hair... the girl! They asked her something, and next moment hair... it came alive and caught them! - guy practically yelled, - They screamed! And girl, she laughed! So scary! I was in a panic! Froze in place! Girl, girl... She walked up to me and... and... Hair tore Danny! And I ran... Sheriff! Sir! I'm scared! She'll come for me, sheriff.
- Calm down, calm boy. It's over Joshua. No one will come. You are safe here.
- Thank you, sir! Thank you!
Spoiler: TablesShowLE Gruesome Lurker of Bane Combat Focused High Enchanter 7/Monk 1
Spoiler: Little GirlShow
HD Class BAB Fort Save Reflex Save Will Save Skills Feats Class Features 1st Imp-1 1 2 2 2 32: {+4} Diplomacy: 4; {+4 CC} Disguise: 2; {+4} Knowledge (arcane): 4; {+4} Listen: 4; {+4} Search: 4; {+4 CC} Sleight of Hand: 2; {+4} Spot: 4; {+4} Survival: 4; Improved Unarmed Strike Alternate form (human girl and female kelvezu), DR 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, poison, spell-like abilities 2nd Imp-2 2 3 3 3 8: {+1} Diplomacy: 5; {+1 CC} Disguise: 2.5; {+1} Knowledge (arcane): 5; {+1} Listen: 5; {+1} Search: 5; {+1 CC} Sleight of Hand: 2.5; {+1} Spot: 5; {+1} Survival: 5; 3rd Imp-3 3 3 3 3 8: {+1} Diplomacy: 6; {+1 CC} Disguise: 3; {+1} Knowledge (arcane): 6; {+1} Listen: 6; {+1} Search: 6; {+1 CC} Sleight of Hand: 3; {+1} Spot: 6; {+1} Survival: 6; Quick Change 3rd Improved Familiar (1st-2nd) 3 3 3 3 - - Alertness, improved evasion, share spells, empathic link 3rd Improved Familiar (3rd-4th) 3 3 3 3 - - Deliver touch spells 3rd Improved Familiar (5th-6th) 3 3 3 3 - - Speak with master 3rd Improved Familiar (7th) 3 3 3 3 - - Speak with animals of its kind
Spoiler: Girls HairShowSpoiler: StatsShow
Abilities Initial Gruesome Lurker Beast of Bane 4, 8 12 16, 20, 24, 28, 32, 36, 40 Total STR 12 6 2 20 DEX 13 2 1 16 CON 8 - - INT 14 14 WIS 10 2 12 CHA 15 6 4 7 32
Spoiler: BuildShow
CR HD Class BAB Fort Save Reflex Save Will Save Skills Feats Class Features - 1st Gruesome Lurker-1 0 0 0 0 16: {+4} Bluff: 4; {+4} Hide: 4; {+4 CC} Intimidate: 2; {+4} Move Silently: 4; Darkstalker Darkvision 60 ft., low-light vision, DR 5/magic, construct traits, sensitivity to sunlight, fear eater, shadow jump, psi-like abilities, distort body - 2nd Gruesome Lurker-2 1 0 0 0 4: {+1} Bluff: 5; {+1} Hide: 5; {+1 CC} Intimidate: 2.5; {+1} Move Silently: 5; 3 3rd Gruesome Lurker-3 2 1 1 1 4: {+1} Bluff: 6; {+1} Hide: 6; {+1 CC} Intimidate: 3; {+1} Move Silently: 6; Extended Reach 4 4th Combat Focused High Enchanter-1 2 1 1 3 4: {+1} Bluff: 7; {+1} Diplomacy: 1; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 2; Daunting PresenceB Summon familiar, prohibited schools (Abjuration, Conjuration, Illusion), social proficiency 5 5th Combat Focused High Enchanter-2 3 1 1 4 4: {+1} Bluff: 8; {+1} Diplomacy: 2; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 4; 6 6th Combat Focused High Enchanter-3 3 2 2 4 4: {+1} Bluff: 9; {+1} Diplomacy: 3; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 6; Improved Familiar 7 7th Combat Focused High Enchanter-4 4 2 2 5 4: {+1} Bluff: 10; {+1} Diplomacy: 4; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 8; 8 8th Combat Focused High Enchanter-5 4 2 2 5 4: {+1} Bluff: 11; {+1} Diplomacy: 5; Hide: 6; Intimidate: 3; Move Silently: 6; {+2} Spellcraft: 10; Social proficiency (Intimidate) 9 9th Combat Focused High Enchanter-6 5 3 3 6 4: {+1} Bluff: 12; Diplomacy: 5; Hide: 6; {+1} Intimidate: 4; Move Silently: 6; {+2} Spellcraft: 12; Fell Frighten 10 10th Combat Focused High Enchanter-7 5 3 3 6 4: {+1} Bluff: 13; Diplomacy: 5; Hide: 6; Intimidate: 4; Move Silently: 6; {+1} Spellcraft: 13; {+2} Social Recovery; AlertnessFamiliar 11 11th Monk-1 5 5 5 8 6: Bluff: 13; Diplomacy: 5; {+3} Hide: 9; Intimidate: 4; {+3} Move Silently: 9; Spellcraft: 13; Social Recovery; Improved Unarmed StrikeB, Stunning FistB Flurry of blows, unarmed strike, AC Bonus 12 11th Beast of Bane 5 5 5 8 0: Bluff: 13; Diplomacy: 5; Hide: 9; Intimidate: 4; Move Silently: 9; Spellcraft: 13; Social Recovery; DR, feed, frightful presence, increasing natural weapons damage, smite good, 12 12th Gruesome Lurker-4 6 5 5 8 4: {+1} Bluff: 14; Diplomacy: 5; Hide: 9; {+2} Intimidate: 6; Move Silently: 9; {+1 CC} Spellcraft: 13.5; Social Recovery; Martial Study (Foehammer) 12 13th Gruesome Lurker-5 6 5 5 8 4: {+1} Bluff: 15; Diplomacy: 5; Hide: 9; {+2} Intimidate: 8; Move Silently: 9; {+1 CC} Spellcraft: 14; Social Recovery; 12 14th Gruesome Lurker-6 7 6 6 9 4: {+1} Bluff: 16; Diplomacy: 5; Hide: 9; Intimidate: 8; Move Silently: 9; {+1 CC} Spellcraft: 14.5; {+2} Never Outnumbered, Social Recovery; 13 15th Gruesome Lurker-7 8 6 6 9 4: {+1} Bluff: 17; Diplomacy: 5; Hide: 9; {+2} Intimidate: 10; Move Silently: 9; {+1 CC} Spellcraft: 15; Never Outnumbered, Social Recovery; Intimidating Strike 13 16th Gruesome Lurker-8 9 6 6 9 4: {+1} Bluff: 18; Diplomacy: 5; Hide: 9; {+2} Intimidate: 12; Move Silently: 9; {+1 CC} Spellcraft: 15.5; Never Outnumbered, Social Recovery; 13 17th Gruesome Lurker-9 9 7 7 10 4: {+1} Bluff: 19; Diplomacy: 5; Hide: 9; {+2} Intimidate: 14; Move Silently: 9; {+1 CC} Spellcraft: 16; Never Outnumbered, Social Recovery; 13 18th Gruesome Lurker-10 10 7 7 10 4: {+1} Bluff: 20; Diplomacy: 5; Hide: 9; {+2} Intimidate: 16; Move Silently: 9; {+1 CC} Spellcraft: 16.5; Never Outnumbered, Social Recovery; Sun School 14 19th Gruesome Lurker-11 11 7 7 10 4: {+1} Bluff: 21; Diplomacy: 5; Hide: 9; {+2} Intimidate: 18; Move Silently: 9; {+1 CC} Spellcraft: 17; Never Outnumbered, Social Recovery; 14 20th Gruesome Lurker-12 12 8 8 11 4: {+1} Bluff: 22; Diplomacy: 5; Hide: 9; {+2} Intimidate: 20; Move Silently: 9; {+1 CC} Spellcraft: 17.5; Never Outnumbered, Social Recovery; 14 21th Gruesome Lurker-13 12 8 8 11 4: {+1} Bluff: 23; Diplomacy: 5; Hide: 9; {+2} Intimidate: 22; Move Silently: 9; {+1 CC} Spellcraft: 18; Never Outnumbered, Social Recovery; Unorthodox Flurry (Claw) 14 22th Gruesome Lurker-14 13 8 8 11 4: {+1} Bluff: 24; Diplomacy: 5; Hide: 9; {+2} Intimidate: 24; Move Silently: 9; {+1 CC} Spellcraft: 18.5; Never Outnumbered, Social Recovery; 15 23th Gruesome Lurker-15 14 9 9 12 4: {+1} Bluff: 25; Diplomacy: 5; Hide: 9; {+2} Intimidate: 26; Move Silently: 9; {+1 CC} Spellcraft: 19; Never Outnumbered, Social Recovery; 15 24th Gruesome Lurker-16 15 9 9 12 4: {+1} Bluff: 26; Diplomacy: 5; {+1} Hide: 10; {+1} Intimidate: 27; Move Silently: 9; {+1 CC} Spellcraft: 19.5; Never Outnumbered, Social Recovery; Imperious Command 15 25th Gruesome Lurker-17 15 9 9 12 4: {+1} Bluff: 27; Diplomacy: 5; Hide: 10; {+1} Intimidate: 28; {+1} Move Silently: 10; {+1 CC} Spellcraft: 20; Never Outnumbered, Social Recovery; 15 26th Gruesome Lurker-18 16 10 10 13 4: {+1} Bluff: 28; Diplomacy: 5; {+1} Hide: 11; {+1} Intimidate: 29; Move Silently: 10; {+1 CC} Spellcraft: 20.5; Never Outnumbered, Social Recovery; 16 27th Gruesome Lurker-19 17 10 10 13 4: {+1} Bluff: 29; Diplomacy: 5; Hide: 11; {+1} Intimidate: 30; {+1} Move Silently: 11; {+1 CC} Spellcraft: 21; Never Outnumbered, Social Recovery; Improved Grapple 16 28th Gruesome Lurker-20 18 10 10 13 4: {+1} Bluff: 30; Diplomacy: 5; {+1} Hide: 12; {+1} Intimidate: 31; Move Silently: 11; {+1 CC} Spellcraft: 21.5; Never Outnumbered, Social Recovery; 16 29th Gruesome Lurker-21 18 11 11 14 4: {+1} Bluff: 31; Diplomacy: 5; Hide: 12; {+1} Intimidate: 32; {+1} Move Silently: 12; {+1 CC} Spellcraft: 22; Never Outnumbered, Social Recovery; 16 30th Gruesome Lurker-22 19 11 11 14 4: {+1} Bluff: 32; Diplomacy: 5; {+1} Hide: 13; {+1} Intimidate: 33; Move Silently: 12; {+1 CC} Spellcraft: 22.5; Never Outnumbered, Social Recovery; Multigrab 17 31th Gruesome Lurker-23 20 11 11 14 4: {+1} Bluff: 33; Diplomacy: 5; Hide: 13; {+1} Intimidate: 34; {+1} Move Silently: 13; {+1 CC} Spellcraft: 23; Never Outnumbered, Social Recovery; 17 32th Gruesome Lurker-24 21 12 12 15 4: {+1} Bluff: 34; Diplomacy: 5; {+1} Hide: 14; {+1} Intimidate: 35; Move Silently: 13; {+1 CC} Spellcraft: 23.5; Never Outnumbered, Social Recovery; 17 33th Gruesome Lurker-25 21 12 12 15 4: {+1} Bluff: 35; Diplomacy: 5; Hide: 14; {+1} Intimidate: 36; {+1} Move Silently: 14; {+1 CC} Spellcraft: 24; Never Outnumbered, Social Recovery; Greater Multigrab 17 34th Gruesome Lurker-26 22 12 12 15 4: {+1} Bluff: 36; Diplomacy: 5; {+1} Hide: 15; {+1} Intimidate: 37; Move Silently: 14; {+1 CC} Spellcraft: 24.5; Never Outnumbered, Social Recovery; 18 35th Gruesome Lurker-27 23 13 13 16 4: {+1} Bluff: 37; Diplomacy: 5; Hide: 15; {+1} Intimidate: 38; {+1} Move Silently: 15; {+1 CC} Spellcraft: 25; Never Outnumbered, Social Recovery; 18 36th Gruesome Lurker-28 24 13 13 16 4: {+1} Bluff: 38; Diplomacy: 5; {+1} Hide: 16; {+1} Intimidate: 39; {+1} Move Silently: 16; Spellcraft: 25; Never Outnumbered, Social Recovery; Permanent Emanation (Adoration of the Frightful) 18 37th Gruesome Lurker-29 24 13 13 16 4: {+1} Bluff: 39; Diplomacy: 5; {+1} Hide: 17; {+1} Intimidate: 40; {+1} Move Silently: 17; Spellcraft: 25; Never Outnumbered, Social Recovery; 18 38th Gruesome Lurker-30 25 14 14 17 4: {+1} Bluff: 40; Diplomacy: 5; {+1} Hide: 18; {+1} Intimidate: 41; {+1} Move Silently: 18; Spellcraft: 25; Never Outnumbered, Social Recovery; 19 39th Gruesome Lurker-31 26 14 14 17 4: {+1} Bluff: 41; Diplomacy: 5; {+1} Hide: 19; {+1} Intimidate: 42; {+1} Move Silently: 19; Spellcraft: 25; Never Outnumbered, Social Recovery; Choke Hold 19 40th Gruesome Lurker-32 27 14 14 17 4: {+1} Bluff: 42; Diplomacy: 5; {+1} Hide: 20; {+1} Intimidate: 43; {+1} Move Silently: 20; Spellcraft: 25; Never Outnumbered, Social Recovery; 19 41th Gruesome Lurker-33 27 15 15 18 4: {+1} Bluff: 43; Diplomacy: 5; {+1} Hide: 21; {+1} Intimidate: 44; {+1} Move Silently: 21; Spellcraft: 25; Never Outnumbered, Social Recovery; 19 42th Gruesome Lurker-34 28 15 15 18 4: {+1} Bluff: 44; Diplomacy: 5; {+1} Hide: 22; {+1} Intimidate: 45; {+1} Move Silently: 22; Spellcraft: 25; Never Outnumbered, Social Recovery; Permanent Emanation (Blacklight) 20 43th Gruesome Lurker-35 29 15 15 18 4: {+1} Bluff: 45; Diplomacy: 5; {+1} Hide: 23; {+1} Intimidate: 46; {+1} Move Silently: 23; Spellcraft: 25; Never Outnumbered, Social Recovery;
Spoiler: MagicShow
Level Class 0th 1st 2nd 3rd 4th 4th Wizard-1 2+3 0+3 5th Wizard-2 3+3 1+3 6th Wizard-3 3+3 1+3 0+3 7th Wizard-4 3+3 2+3 1+3 8th Wizard-5 3+3 2+3 1+3 0+3 9th Wizard-6 3+3 2+3 2+3 1+3 10th Wizard-7 3+3 3+3 2+3 1+3 0+3
Level Class 0th 1st 2nd 3rd 4th 4th Wizard-1 All Magic Missile, Charm Person, Repair Light Damage, Shock and Awe, Comprehend Languages 5th Wizard-2 All Expeditious Retreat, Identify 6th Wizard-3 All Alter Self, Rebuke 7th Wizard-4 All Repair Moderate Damage, Detect Thoughts 8th Wizard-5 All Adoration of the Frightful, Mesmerizing Glare 9th Wizard-6 All Blacklight, Repair Serious Damage 10th Wizard-7 All Charm Monster, Greater Rebuke
How does our wolf use its spells? Well, let's look!
Different Repair Damage spells have an obvious purpose.
Charm Person and Charm Monster, too.
Magic Missile is here for Fell Frighten.
Shock and Awe is a good ench for ambush predator.
Comprehend Languages - just useful. As like Identify and Detect Thoughts.
Expeditious Retreat gives some mobility options apart from shadow jump.
Alter Self. You know this spell. Construct wizard with an outsider familiar. It should have Alter Self. So many options!
Spoiler: Several words about these optionsShowSpoiler: For ImpShowAasimar, Tiefling, Shadowswyft, Zenythri, and Chaond give access to almost every humanoid appearance, if you doesn't like little girl look.
Spinagon - 120 ft fly.
Spoiler: For MasterShowAstral Construct IV - various movement modes.
Animated Object up to Large - to look as anything. Good for hiding.
Rebuke. Fear spell for creature who literally eat the fear? Give me two! What? You have two? Greater version? Great!
Adoration of the Frightful. Well... What can be better than frightened prey? Frightened prey that comes to you itself!
Mesmerizing Glare. Nothing special, but fascinated enemy - good enemy.
Blacklight. Personal cloud of darkness is very good for hiding.
Spoiler: LevelsShowSpoiler: Fear EaterShowWe have here the same problem that we have with Soul Eater: separate standard action or rider effect on every successful grapple check? You think the second? Very good. You think the first? Well, it's worse, but Lurker with so many fear-inspiration options can to spend round after round to eat its prey without rush.
Spoiler: Psi-Like AbilitiesShowGruesome Lurker's PLAs doesn't scale good with ML. Yes, on CR 20 it can scare with Primal Fear up to 35 creatures for one round, but Will DC is only 22. On the other hand it is only swift.
Spoiler: CR 3ShowNow it is a regular Gruesome Lurker that lives in an old wizard's tower nearby wizard's library. Good in hiding, with useful abilities, it can survive.
Spoiler: CR 10ShowWhat happens if bogeymen start to read wizard's books? If a bogeyman is smart enough it can become a wizard itself. Being a wizard is good! You have the spells! You have the Familiar! Maybe even improved, who can help you to disguise yourself as a human! This is very good for hunting. You have a good skill list, including Intimidate! Monster who live by fear doesn't have Intimidate as class skill! Can you imagine that? But it has class Bluff. Well, Social Recovery is very appropriate here.
Aside from wizard levels themselves we have Daunting Presence and Fell Frighten. Two additional options to escalate fear.
Spoiler: Imp FamiliarShowFirstly, familiar works for Lurker's Disguise. Alternate form of human girl makes mass of hair which is Gruesome Lurker itself more appropriate. But not Disguise only. Familiar uses the master’s base attack bonus, master’s base save bonus, and has one-half the master’s total hit points. Plus, this Imp has female kelvezu as second alternate form. Kelvezu not only looks as red-skined human, but also has +15 natural AC, +8 racial bonus on Hide and Move Silently, Str 21, Dex 31, Con 16, Ex poison (with master's character level instead of Imp's HD DC will be 34), and Ex sneak attack +8d6. It can work well with Imp's at will invisibility or with flanking with the master.
Spoiler: CR 12ShowAs it happens, imp familiar turned out to be a fan of discipline and martial arts. Lurker had no other options, but became a fan, too. And it is little wonder that such an unusual and fearsome creature caught the attention of the Lord The Black Hand and he gave it his dark blessing. Being Beast of Bane gives another fear attack and, more important, ability to feed not only on fear, but on flesh, too.
Spoiler: CR 15ShowFourteen more HD. Raising BAB, saves, skills and new feats. Imperious Command with Never Outnumbered need not be introduced. Intimidating Strike is pretty clear, either. Martial Study mainly is taken for in-class Intimidate. Sun School has synergy with shadow jump. And Unorthodox Flurry (Claw)... I definitely can take Unorthodox Flurry for Claw.
Looking in FAQ we can see next:Originally Posted by PHB, 102Natural weapons are always considered light weapons.
We have two options here. First, one I'm inclined to, a monk with Unorthodox Flurry (Claw) can use his claw attack instead of every unarmed attack during full attack. Second, he could do only two claw attacks with a flurry of blows (regular and extra) and other attacks should be unarmed. Plus one attack with a second claw as secondary natural weapon.If you have one (or two) special monk weapons, you can freely substitute attacks with those weapons with unarmed attacks in the flurry (see the flurry of blows description on page 46 of the PH).
Second option is not as favorable as the first, but this still is an extra claw attack.
Spoiler: CR 20ShowTwo things apart from BAB, saves, and skills improve during these levels: grapple and always-on magic. Improved Grapple, Multigrab, and Greater Multigrab are feats that are needed for every high-level grappling monster, there is nothing to tell more. Choke Hold is very good for grapplers, either, and because I anyway have precs there are no reason not to take it.
Two Permanent Emanations are another thing. Adoration of the Frightful and Blacklight are useful spells as I wrote above. And permanent versions of this spell are useful many times more. The only issue is Blacklight. This spell's area is "A 20-ft.-radius emanation centered on a creature, object, or point in space" not "emanation, centered on you". I think "centered on a creature" includes "centered on you" as option, but it isn't strictly RAW. If you think it is against rules... Well, I can take Martial Study (Mountain Tombstone StrikeToB, 84) instead - 2d6 Con damage always is good. With Beast of Bane it maybe even 2d8, but this isn't clear.
Spoiler: SourcesShow
Type Name Book Page Creature Gruesome Lurker Psionic Bestiary Link Creature Imp MM 56 Template Beast of Bane Shadowdale The Scouring of the Land 154 Class Enchanter (Wizard) PHB 55 Class Monk PHB 39 ACF Combat Wizard Unearthed Arcana 59 Class variant Focused Specialist Complete Mage 34 Class variant High Specialist (Enchanter) Unearthed Arcana 60 Creature Kelvezu MM2 60 Feat Improved Unarmed Strike PHB 96 Feat Quick Change Savage Species 38 Feat Darkstalker Lords of Madness 179 Feat Extended Reach Savage Species 34 Feat Daunting Presence Libris Mortis 25 Feat Improved Familiar DMG 200 Feat Fell Frighten Libris Mortis 27 Feat Stunning Fist PHB 101 Feat Martial Study Tome of Battle 31 Feat Intimidating Strike PHB2 79 Feat Sun School Complete Warrior 112 Feat Unorthodox Flurry Dragon Compendium 109 Feat Imperious Command Drow of the Underdark 50 Feat Permanent Emanation Epic Level Handbook 64 Feat Improved Grapple PHB 95 Feat Multigrab Savage Species 37 Feat Greater Multigrab Savage Species 35 Feat Choke Hold Oriental Adventures 61 Skill Trick Social Recovery Complete Scoundrel 89 Skill Trick Never Outnumbered Complete Scoundrel 87 Maneuver Foehammer Tome of Battle 59 Spell Magic Missile PHB 251 Spell Charm Person PHB 209 Spell Repair Light Damage Spell Compendium 173 Spell Shock and Awe Spell Compendium 189 Spell Comprehend Languages PHB 212 Spell Expeditious Retreat PHB 228 Spell Identify PHB 243 Spell Alter Self PHB 197 Spell Rebuke Spell Compendium 170 Spell Repair Moderate Damage Spell Compendium 173 Spell Detect Thoughts PHB 220 Spell Adoration of the Frightful Dragon Magic 64 Spell Mesmerizing Glare Spell Compendium 140 Spell Blacklight Spell Compendium 30 Spell Repair Serious Damage Spell Compendium 173 Spell Charm Monster PHB 209 Spell Rebuke, Greater Spell Compendium 170