Null
I came up with some background material for him. Feel free to discard whatever doesn't suit your vision of Null. Also, I apologize in advance that my stat block doesn't conform to what you use. This is based off a template that I use and find handy.
One last note, I didn't create the stats for Null's familiar, Mr. Black. Sorry, but considering how much attention familiars get in the LoT, I figured it probably isn't necessary.
Null, Chaotic Evil (CR 16)
Human, Sorcerer 11/Acolyte of the Skin 5
HD: 11d4+5d4+32 (78 HP)
Init: +8
Speed: 30’
AC: 19 (+4 Dex, +2 Natural, +3 Armor)
BAB: +7/+2
Attacks: Ray, +12 ranged touch; Staff of Transmutation, +6 melee
Damage: Ray, various; Staff of Transmutation, 1d6-1
Special: Spells (CL 13), Familiar (Cat – Mr. Black), Wear Fiend*, Flame Resistant (Fire Resistance 20), Fiendish Glare, Fiendish Knowledge*, Skin Adaptation*, Darkvision 120’, Poison 2/day (CL 16, DC 20)
Saves: Fort +10 Ref +11 Will +16
Abilities: Str 8 Dex 16 (18) Con 15 Int 11 Wis 10 Cha 18 (22)
Skills (42 Sorcerer, 15 Acolyte): Spellcraft +8, Knowledge Planes +11, Knowledge Arcana +4, Concentration +20, Intimidate +16 (+18 vs. Evil), Bluff +12, Diplomacy +6 (+8 vs. Evil), Move Silently +7
Feats (8): Evil Brand (BoVD), Maximize Spell, Violate Spell – Magic Missile (BoVD), Silent Spell, Eschew Materials, Weapon Focus – Rays, Iron Will, Improved Initiative
Equipment (77k): Bracers of Armor +3, Cloak of Charisma +4, Gloves of Dexterity +2, Vest of Resistance +3, Ring of Counterspells (Feeblemind!), Scrolls (Summon Monster IX, Demand), Staff of Transmutation (20 charges), approximately 2000 gp in assorted gems and knick-knacks.
Spells (CL 13, DC 14+level): 6/8/8/7/7/7/5
Spells Known:
0th – pick ‘em
1st – Shield, Protection from Good, Magic Missile, Ray of Enfeeblement, Disguise Self
2nd – See Invisibility, False Life, Detect Thoughts, Scorching Ray, Knock
3rd – Fly, Lightning Bolt, Stinking Cloud, Dispel Magic
4th – Enervation, Greater Invisibility, Black Tentacles, Dimension Door
5th – Waves of Fatigue, Wall of Stone, Telekinesis
6th – Disintegrate, Acid Fog
Fiendish Glare (Su): Once per day, standard action, 1 target, 100’. Will DC 20 or suffer (-2 attack, damage, saves) for 10 minutes. Foes with <151 HP are also stunned, based on their HP. 1-50 HP: 3d4 rounds; 51-100 HP: 2d4 rounds; 101-150 HP: 1d4 rounds.
Buff Suite (up to 5 rounds): Greater Invisibility, Fly, Protection from Good, False Life, See Invisibility
Null is a coward and a bully, in a depraved sort of way. Possessed of deep-rooted feelings of inferiority brought on by a cruel upbringing, he learned to turn his anger toward the meek and innocent at a tender age. It wasn’t until he was at least 8 years old before he murdered his first victim, his younger brother, who had somehow found the affection of their parents when Null had not. By the time adolescence had come around, Null’s parents were also by the wayside, and he was well on his way to rising toward the Greater Boneheart of Iuz.
The concept of a stand-up fight is foreign to Null. The man cum demon has no false pride, and he long ago learned that it is better to cast Silenced Violated Magic Missiles when least expected while Flying Invisibly, than it is to get your face beaten in. He is fond of using Mr. Black, his feline familiar, to scout opponents, so that he can prepare a suitable demise for them. He never attacks without first having cast Greater Invisibility and Fly, unless circumstances are absolutely dire. His favored tactics, in order of preference, are:
0. Run (or Dimension Door) away. If the opponents haven’t noticed you, then choose one of the other options.
1. Cast a Silenced Black Tentacles spell. Follow with Acid Fog (if faced with many hardy warriors) or Stinking Cloud (if faced with many pansy spellcasters). Follow that with Waves of Fatigue. Pick off any who escape with Disintegrate (if a spellcaster), or use Telekinesis to drop them back into the killing zone (if a fighter-type). Run away and try again.
2. Use hit-and-run attacks to nullify the greatest threat. Maximized Scorching Rays (72 pts damage) for mages. Rays of Enfeeblement for warriors. Enervations for everyone. Violated Magic Missiles for everyone. Run away and try again.
When Null isn’t fending off the hordes of do-gooders and always-do-wells that descend on Doraka like a plague, he is busy intimidating the locals and torturing innocents. He especially enjoys slowly removing the eyes from helpless victims, but he is always careful not to let the blood spurt on him. The underlings of Doraka speak in hushed whispers about the terrible “demon sorcerer”, and most of the mysterious disappearances are attributed to him at one point or another (in addition to the numerous other entities believed to spirit away “innocents” in the night). Null has no friends, and even the other members of the Boneheart generally find him “creepy, and not quite right.” Still, his favor with Iuz is undisputed, and none dare cross him openly, for fear that they, too might disappear.