Alright, I think I've got avorae's spellcasting thrall done.  The stat sheet doesn't include morning buffs, but between the lesser metamagic rod of Chain Spell and the Bead of Karma (which she can use because the Cleric spells she can access are cast as divine spells), she should be able to put out a few decent effects each morning for the whole party.  Getting her the regular and greater versions of the same metamagic rod should probably be a priority.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Insert Name Here, CR 0</strong><br/>Shadovig (CR 1) Shadow Creature (+1) Worm That Walks (+3) Unseelie Fey (+0)  Beguiler 5/Baatezu Servant 10 (+7.5)<br/><strong>Size/Type:</strong>    Diminutive Fey (Extraplanar)<br/><strong>Hit Dice:</strong>    5d6+10d4+75 (145 hp + 15 in shadow)<br/><strong>Initiative:</strong>    +10<br/><strong>Speed:</strong>    30 ft. (6 squares)/15 ft. burrow/60 ft. fly (Average) (+10 ft in shadow)<br/><strong>Armor Class:</strong>    33 (+9 Dex, +10 insight, +4 size), touch 33, flat-footed 24 (+4 deflection in shadow)<br/><strong>Base Attack/Grapple:</strong>    +7/-16<br/><strong>Attack:</strong>    +4 Slam 1d2-4 (+2 competence to attack and damage in shadow)<br/><strong>Full Attack:</strong>    +4 Slam 1d2-4 (+2 competence to attack and damage in shadow)<br/><strong>Space/Reach:</strong>    1 ft./0 ft.<br/><strong>Special Attacks:</strong>    Cleric spell access, cloaked casting (+1 DC), extra domain (Fire, Evil, Law), frightful presence, poison, sneak attack +1d6, spellcasting, surprise casting, winter chill, worm-smite<br/><br/><strong>Spell-Like Abilities</strong> Caster level 15th, save DCs are (14 + spell level + 1 in shadow)<br/>at-will (CL 10) - <em>detect chaos, detect good, detect thoughts</em> (DC 16)<br/>3/day (CL 4) - <em>invisibility, mirror image</em><br/>3/day - <em>giant vermin, infestation of maggots</em>(DC 17) (SpC), <em>insect plague, summon swarm</em> (centipedes only)<br/><br/><strong>Spellcasting</strong> Caster level 15th, save DCs are (20 + spell level Beguiler, 14 + spell level Cleric; +1 to save DCs and caster level checks for Enchantment, Illusion and Necromancy spells)<br/>Full access to Beguiler and Cleric lists, as well as Fire, Evil and Law domains, can't cast spells with Light descriptor<br/>0th - 6/day<br/>1st - 9/day (Advanced Learning: <em>shock and awe (http://dnd.arkalseif.info/spells/spell-compendium--86/shock-and-awe--4163/)</em>)<br/>2nd - 9/day<br/>3rd -8/day<br/>4th - 8/day<br/>5th - 8/day<br/>6th - 8/day<br/>7th - 5/day<br/><br/><strong>Special Qualities:</strong>    Advanced learning, armored mage, blindsight 100 ft, darkvision 60 ft, discorporate, evasion, grow wings, immunity to critical hits and flanking, iron vulnerability, low-light vision, resistance to cold 15, shade abilities, shadow blend, spell resistance 21, trapfinding, uncanny dodge (Dex bonus to AC)<br/><strong>Saves:</strong>    Fort +8, Ref +12, Will +11<br/><strong>Abilities:</strong>    Str 2 (-4), Dex 28 (+9), Con 21 (+5), Int 26(30) (+10), Wis 18 (+4), Cha 18 (+4) (+2 Con and Cha in shadow)<br/><strong>Skills:</strong>    Bluff +8(+12), Concentration +18(+23), Diplomacy +18(+22), Disable Device +8(+17), Escape Artist +8(+27), Hide +18(+49), Knowledge (Arcana) +18(+28), Knowledge (The Planes) +10(+20), Listen +18(+32), Move Silently +18(+37), Search +8(+18), Sense Motive +18(+22), Spellcraft +18(+28), Spot +18(+24), Tumble +8(+17)<br/><strong>Feats:</strong>    Silent Spell(B), Guerilla Scout (http://dnd.arkalseif.info/feats/heroes-of-battle--69/guerilla-scout--1328/index.html)(F), Guerilla Warrior (http://dnd.arkalseif.info/feats/heroes-of-battle--69/guerilla-warrior--1329/index.html)(F), Invisible Spell (http://dnd.arkalseif.info/feats/cityscape--53/invisible-spell--1684/index.html)(1), Darkstalker (http://dnd.arkalseif.info/feats/lords-of-madness--72/darkstalker--512/index.html)(3), Versatile Spellcaster (http://dnd.arkalseif.info/feats/races-of-the-dragon--83/versatile-spellcaster--3057/)(5), Mastery of Twisted Shadow (http://dnd.arkalseif.info/feats/players-guide-to-eberron--13/mastery-of-twisted-shadow--1908/index.html)(7), Rapid Metamagic (http://dnd.arkalseif.info/feats/complete-mage--58/rapid-metamagic--2369/index.html)(9), Extend Spell(11), Shadow Weave Magic (http://dnd.arkalseif.info/feats/players-guide-to-faerun--22/shadow-weave-magic--2569/index.html)(13), Practiced Spellcaster(15)<br/><strong>Flaws:</strong> Frail (http://www.realmshelps.net/charbuild/feat/Frail), Vulnerable (http://www.realmshelps.net/charbuild/feat/Vulnerable)<br/><strong>Alignment:</strong>    Neutral Evil<br/><strong>Treasure:</strong>    59,000 - 58,500 = 500 gp<br/>+4 Headband of Intellect -16,000<br/>Lesser Metamagic Rod, Chain Spell (http://dnd.arkalseif.info/feats/complete-arcane--55/chain-spell--314/index.html) -14,000 gp<br/>Bead of Karma -20,000 gp<br/>Ring of Mind Shielding -8,000 gp<br/>Vestment of Many Styles -500 gp<br/><br/>Description here<br/><br/><strong>Combat</strong><br/>Combat tactics and abilities here.<br/><br/><strong>Cleric Spell Access</strong> A 10th-level baatezu servant can learn and cast spells from the cleric list, even if they don’t appear on the lists of any spellcasting class he has. Such spells are cast as divine spells if they don’t appear on his class spell lists. This class feature grants access to the spells, but not extra spells per day. The 10th-level baatezu servant can likewise read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.<br/><br/><strong>Cloaked Casting (Ex)</strong> Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).<br/><br/><strong>Extra Domain</strong> A baatezu servant gains the granted power and spell access of the Evil domain at 1st level, the Fire domain at 4th level, and the Law domain at 7th level. The baatezu servant generally uses the symbol of her patron as her divine focus. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the Complete Divine book.<br/>Evil Domain - You cast evil spells at +1 caster level.<br/>Fire Domain - Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.<br/>Law Domain - You cast law spells at +1 caster level.<br/><br/><strong>Frightful Presence (Su)</strong> A worm that walks inspires terror whenever it uses its worm-smite ability. All creatures witnessing the attack must make a DC 21 Will save 10 + ½ the worm’s HD + the worm’s Cha modifier) or become shaken, remaining so as long as they remain within 60 feet of the worm that walks. A creature that saves against the frightful presence becomes immune to the worm that walks' frightful presence for 24 hours.<br/><br/><strong>Poison (Ex)</strong> Claws, Fortitude save (DC 17); initial damage 1 Strength drain*. Secondary damage 2d6 Strength. *The initial damage of shadow essence poison is permanent; the secondary damage is temporary.<br/><br/><strong>Sneak Attack (Ex)</strong> Whenever a target is denied its Dexterity bonus to AC or when the shadovig flanks the target, the shadovig deals an additional 1d6 damage. This ability works exactly as the rogue's sneak attack ability.<br/><br/><strong>Surprise Casting (Ex)</strong> Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.<br/><br/><strong>Winter Chill (Su)</strong> An unseelie fey with winter chill has a presence that disquiets nonfey. The more beautiful the creature is, the more uncomfortable other beings feel. Living, nonfey creatures within 5 feet of her feel uneasy and suffer a morale penalty on saves equal to the unseelie fey's Charisma bonus (4).<br/><br/><strong>Worm-Smite (Ex)</strong> Once every 5 rounds, a worm that walks can make a touch attack to deliver a worm-smite. A creature struck by this attack must succeed on a DC 22 Reflex save (10 + ½ the worm’s HD + the worm’s Con modifier) or become covered in ravenous worms. On the worm that walks' next turn and every turn thereafter, the target takes 1d8 points of slashing damage per 2 HD as the worms consume the target's flesh and burrow into its organs. The worms remain until destroyed or removed—or until the target is slain, indicating the worms have devoured their victim.<br/>   A target can use a full-round action to attempt to remove the hungry worms. Escaping requires a DC 22 Reflex save (10 + ½ the worm’s HD + the worm’s Con modifier). Rolling on the ground—and thus crushing the worms—provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite.<br/>   Constructs, elementals, oozes and creatures of the incorporeal subtype are immune to this ability.<br/><br/><br/><strong>Advanced Learning (Ex)</strong> At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.<br/><br/><strong>Armored Mage (Ex)</strong> Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.<br/><br/><strong>Discorporate (Ex)</strong> As an immediate action, a worm that walks can discorporate, collapsing into a pile of slithering vermin. For each hit point the worm that walks possessed prior to discorporating, it generates 1 Fine worm (AC 20, 1 hp each). In the round in which it uses this ability, the worms fall to the ground, filling its space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away. So long as any component vermin survives, the worm that walks can, within 24 hours, breed and create a new body to house its malicious essence.<br/><br/><strong>Evasion (Ex)</strong> A shadow creature can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadow creature is wearing light armor or no armor. A helpless shadow creature does not gain the benefit of evasion.<br/><br/><strong>Grow Wings (Su)</strong> Starting at 4th level, a baatezu servant can grow black, feathered wings like that of an erinyes. The wings, which allow flight at a speed of 60 feet with good maneuverability, have a daily duration of 1 minute per baatezu servant level, divided up however the baatezu servant wishes. It takes a standard action to grow or eliminate the feathered wings. Restrictive clothing and armor of any kind prevents the wings from growing, and a baatezu servant can’t grow wings while grappling.<br/><br/><strong>Immunities (Ex)</strong> A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.<br/><br/><strong>Iron Vulnerability (Ex)</strong> The mere touch of iron (including steel) deals 1 point of damage to the unseelie fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. When an unseelie fey is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful attack) and then apply the creature's damage reduction.<br/><br/><strong>Shade Abilities (Su)</strong> In darkness. the shadovig gains a + 10 foot increase to its speed, a +4 deflection bonus to Armor Class, a +2 competence bonus to attack and damage, a +4 luck bonus on all its saving throws, a +2 increase in its Constitution and Charisma scores, and a +4 racial bonus to Listen checks.<br/><br/><strong>Shadow Blend (Su)</strong> In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a <em>light</em> or <em>continual flame</em> spell, does not negate this ability, but a <em>daylight</em> spell will.<br/><br/><strong>Trapfinding</strong> Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br/>   Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.<br/>   A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.<br/><br/><strong>Uncanny Dodge (Ex)</strong> Shadovig react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attack. They still lose their Dexterity bonus to AC if immobilized.<br/><br/><strong>Skills</strong> Shadovig use their Dexterity for Climb and Jump checks. They receive a +2 racial bonus to Search, and Spot checks, a +4 racial bonus to Intimidate checks, and a +10 racial bonus on Escape Artist, Hide, Listen, Move Silently and Survival checks in addition to any additional bonuses they receive in darkness.</div></div>