Hold Monster

Ranged spell
One nearby enemy with 60 hp or fewer
Intelligence + Level vs. MD
The target cannot move or use move actions (hard save ends, 16+).
The target is dazed until the end of your next turn.
5th Level Spell: 
Target with 100 hp or fewer.
7th Level Spell: 
Target with 160 hp or fewer.
9th Level Spell: 
Target with 250 hp or fewer.
Adventurer Feat: 

If the spell misses all targets, you regain the spell during your next quick rest.

Champion Feat: 

The spell can target up to 2 nearby enemies whose total hit points don't exceed the limit.

Epic Feat: 

Increase the limit by +50 hp.