Effective tactics (at least, the non-lethal kind) depend on the other guy's movement capability. If he has some sort of teleport, it's really, really hard to stop him getting away without just killing him outright. If he hasn't, it's really, really easy. Personally, I think Dandu has it right; tentacle-tastic tactics are the way to go. I'd modify the plan slightly though, as I wouldn't trust any offer of surrender. It's impossible for you to drop him straight to -10 with the damage as the tentacles only do 1d6+4 per round (unless you've modified the spell in some way) so you can just dismiss the tentacular goodness the second he falls unconscious, then have the cleric stabilise him. That beats accepting surrender from a self-confessed evil lunatic, six ways from Sunday.
On a related note, I'm surprised to hear you say he can't get away. His grapple check might not be worth a damn, but doesn't this uber-sneak have a useful Escape Artist score? I sure as hell would if it were my character...