For those of you who want to include the "Consort of Entropy" in your own games:
Dreadmaster Amal, The Hand of Chembryl
Medium Humanoid (Human)
Cleric 15 / Thaumaturgist 4 / Hierophant 1 of Bane [Law, Destruction]
Hit Dice: 16d8 + 4d4 + 100 (185 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 31 (+9 armor, +6 shield, +2 dex, +4 deflection), touch 16, flat footed 29
Base Attack/Grapple: +14 / +18
Attack: +19 melee [+1 Axiomatic Adamantine Heavy Mace] (1d8+5)
Full Attack: +19/+14/+9 [+1 Axiomatic Adamantine Heavy Mace] (1d8+5)
Space/Reach: 5 feet/5 feet
Special Attacks: Divine Spells, Rebuke Undead, Smite (+4 to hit, +20 damage), Spell Like Ability (
Miracle, 2/day) [Hierophant Ability]
Special Qualities: Improved Planar Ally, Summoning spells have doubled duration, Contingent Conjuration
Saves: Fort +21, Ref +12, Will +29
Abilities: Str 18, Dex 14, Con 20, Int 16, Wis 31, Cha 10
Feats: Augment Summoning (bonus, Thau.), Empower Spell, Heighten Spell, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Conjuration), Spell Focus (Transmutation), Spell Penetration, Greater Spell Penetration
Skills: Concentration +23, Diplomacy +15, Knowledge (Arcana) +8, Knowledge (The Planes) +26, Knowledge (Religion) +26, Spellcraft +28
Challenge Rating: 20 (XP: 207, 677)
Alignment: Lawful Evil (very Lawful, very Evil)
Languages: Common, Celestial, Infernal, Abyssal, Terran, Auran, Draconic
Possesions of Note: Periapt of Wisdom +6, Bracers of Health +6, Gloves of Dexterity +4, Belt of Strength +4, Goggles of Night, +1 Heavy Fortification Mithril Full Plate, +5 Adamantine Light Shield, Cloak of Protection +4, Ring of Protection +4, Rod of Absorption (44 charges, 6 stored), Headband of Intellect +2, Tome of Understanding +4 (read), Manual of Health +2 (not read), Book of Vile Darkness (not read...yet ), 5 doses of Death Ichor, Wand of Restoration (6 charges), "Destroyer" (+1 Axiomatic Adamantine Heavy Mace, Int 12, Wis 12, Cha 10, 10 ranks in Sense Motive, Empathy, 30 foot vision, LE alignment, Ego 4)
Spells Per Day: 6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/4+1/3+1 (Save DC: 20 + spell level, 21 + spell level [Transmutation, Conjuration], 22 + spell level (Necromancy)
Current Daily Spell Selection: 0 Level: Cure Minor Wounds (x3), Detect Magic (x3), 1st Level: Cure Light Wounds (x4), Divine Favor (x4), Inflict Light Wounds [Destruction], 2nd level: Cure Moderate Wounds (x3), Remove Paralysis (x2), Lesser Restoration (x3), Shatter [Destruction], 3rd Level: Cure Serious Wounds (x2), Locate Object, Magic Vestment (x2), Protection from Energy (x2), Contagion [Destruction] 4th Level: Cure Critical Wounds, Death Ward (x3), Divine Power (x2), Restoration, Inflict Critical Wounds [Destruction] 5th Level: Disrupting Weapon (x2), Spell Resistance (x2), True Seeing (x3), Mass Inflict Light Wounds [Destruction], 6th Level: Greater Dispelling (x2), Find the Path, Heal (x3), Hold Monster [Law], 7th Level: Destruction (x3), Flame Strike (Empowered) (x2), Disintegrate [Destruction], 8th Level: Destruction (Heightened) (x3), Greater Spell Immunity, Disintegrate (Heightened) [Destruction], 9th Level: Gate, Miracle (x2), Disintegrate (Empowered) [Destruction], Spell Like Abilities: Miracle (x2)