BOBDOBS
Wizard 20/Cleric 20
Medium-Size Outsider
Divine Rank: 17
Hit Dice: 820 hp - 20d8+240 (outsider) plus 20d4+140 (Wiz) plus 20d8+140 (Clr)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 79 (+17 divine, +8 Dex, +30 natural, +14 deflection)
Attacks*: Pipe (as Staff) of Boccob +69/+64/+59/+54 melee; or spell +64 melee touch or +65 ranged touch
*Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: Staff of Bobdobs 1d6+12; or by spell *Always does maximum damage (staff 18 points).
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Turn undead 12/day, domain powers, salient divine abilities, spelllike abilities.
Special Qualities: Divine immunities, DR 52/+4, fire resistance 37, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (owls), SR 69, divine aura (17 miles, DC 36).
Saves*: *Always receives a 20 on saves.
Abilities: Str 24, Dex 27, Con 28, Int 50, Wis 29, Cha 29.
Skills*: Alchemy +100, Appraise +70, Bluff +49, Concentration +89, Diplomacy +83, Disguise +82, Gather Information +69,
Hide +71, Intimidate +28, Knowledge (arcana) +127, Knowledge (architecture and engineering) +80, Knowledge (geography) +80, Knowledge (history) +100, Knowledge (local) +80, Knowledge (nature) +87, Knowledge (nobility and royalty) +80, Knowledge (religion) +100, Knowledge (the planes) +100, Knowledge (undead) +100, Listen +56, Profession (apothecary)   89, Profession (scribe) +89, Scry +100, Search +80, Sense Motive +59, Spellcraft +127, Spot +71. *Always receives a 20 on checks.
Feats: Alertness, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft
Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Greater Spell Penetration,
Heighten Spell, Improved Initiative, Iron Will, Maximize Spell, Quicken Spell, Reach Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mindaffecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Area Divine Shield, Automatic Metamagic (quicken
wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Avatar, Control Creatures (any creature that can cast a spell or use a spell-like ability), Craft Artifact, Create Greater Object, Create Object, Divine Blast, Divine Creation, Divine Shield, Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Spellcraft), Divine Spellcasting, Increased Spell Resistance, Instant Counterspell, See Magic, Spontaneous Wizard Spells.
Spell-Like Abilities: Bobdobs uses these abilities as a 27th-level caster, except for divination spells, which he uses as a 28th-level caster. The save DCs are 36 + spell level. Antimagic field, change self, clairaudience/clairvoyance,  confusion, detect secret doors, detect thoughts, discern location, dispel magic, divination, false vision, find the path, foresight, identify, imbue with spell ability, invisibility, legend lore, mislead, Mordenkainen’s disjunction, nondetection, Nystul’s undetectable aura, polymorph any object, protection from spells, screen, spell resistance, spell turning, time stop, true seeing.
Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level.
Wizard Spells/Day (Levels 0–21): 4/9/9/9/9/8/8/ DC = 30 + spell level.
Possessions: The Staff of Boccob combines the features of a staff
of the magi, a staff of power, and a +5 defending quarterstaff.
Caster Level: 25th; Weight: 5 lb.
Senses: Boccob can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once.
He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours.
Portfolio Sense: Boccob senses all magic use (spellcasting, item use, spell-like ability use, or magic item creation) seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. He has a similar ability to sense the discovery, recording, or sharing of any spell or bit of arcane knowledge. He likewise senses any prophecy or prediction of the future.
Home Plane: Pandemonium
Alignment: Neutral
Portfolio:
Worshipers:
Cleric Alignments: CN, NE, NE, N
Favored Weapon: Pipe Club (s a Morningstar)

Clergy and Temples:
Bobosobs clerics like quilt like garments. They are made of patches of other whole garments. It is important that the clerics of this god never pay for their clothes. They make their own from the cast off of others. They mostly maintain a low profile in most civilized lands. In savage areas, members of the priesthood are known as madmen and geniuses They love to "decorate" beautiful things and to worshop Hermits.

In the countryside, Bobdoobs followers build squat, unsightly fortresses in places where battles, ambushes or massacres have occurred. In urban areas, Erythnul’s temples are usually hidden in seedy sections of cities, preferably on sites where horrible crimes have happened.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, crippling strike.
Special Qualities: Divine immunities, DR 50/+4, fire resistance 35, understand, speak, and read all languages and speak directlyto all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (boars), traps, uncanny dodge (cannot be flanked, +1 against traps), SR 47, divine aura (1,500 ft., DC 33).
Saves: Fort +58, Ref +58, Will +54.
Abilities: Str 42, Dex 33, Con 33, Int 24, Wis 24, Cha 29.
Skills*: Balance +28, Bluff +47, Climb +47, Concentration +79, Diplomacy +28, Disable Device +37, Disguise +62, Gather Information +39, Hide +64, Intimidate +81, Jump +49, Knowledge (arcana) +52, Listen +80, Move Silently +64, Open Lock +64, Pick Pocket +66, Scry +35, Search +60, Sense Motive +38, Spellcraft +62, Spot +75, Swim +47, Tumble +51, Use Magic Device +47.
*Always receives a 20 on checks.
Feats: Blind-Fight, Cleave, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Dodge, Empower Spell, Enlarge Spell, Expertise, Great Cleave, Improved Critical (morningstar), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Maximize Spell, Mobility, Power Attack, Quick Draw, Scribe Scroll, Spring Attack, Stunning Fist, Sunder, Weapon Focus (morningstar), Weapon Specialization (morningstar), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Celerity, Divine Inspiration (rage), Divine Shield, Divine Weapon Focus (morningstar), Divine
Weapon Specialization (morningstar),
Extra Domain (Trickery), Frightful Presence, Hand of Death, Manifold Rage†, Mass Divine Blast, Supreme Initiative, Wave of Chaos, Wound Enemy. †Unique
ability, described below.
Domain Powers: Cast chaos spells at +1 caster level; cast evil
spells at +1 caster level.
Spell-Like Abilities: a 26th-level caster. The save DCs are 34 + spell level. Animate objects, blade barrier, blasphemy, change self, chaos hammer, cloak of chaos, confusion, create undead, desecrate, dispel good, dispel law, divine power,
false vision, flame strike, invisibility, magic circle against good, magic circle against law, magic vestment, magic weapon, mislead, nondetection, polymorph any object, power word blind, power word kill, power word, stun, protection from good, protection from law, screen, shatter, spiritual weapon, summon monster IX (as chaos or evil spell only), time stop, unholy aura, unholy blight, word of chaos.
Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell level): 0—arcane mark, dancing lights, detect magic, ghost sound, light, mage hand, open/close, prestidigitation, read magic;
1st—chill touch, expeditious retreat, true strike, unseen servant, ventriloquism;
2nd—blindness/deafness, minor image, mirror image, see invisibility;
3rd—dispel magic, fly, haste;
4th—emotion, phantasmal killer;
5th—telekinesis.
Manifold Rage (unique salient divine ability): Up to fifteen times per day, Erythnul can work himself into a frenzied rage similar to the Divine Rage salient divine ability (this power replaces the barbarian rage ability for Erythnul). Once used, the power lasts 1 hour. While raging, Erythnul gains a +5 bonus on attack rolls, weapon damage, and Will saves, and a +10 bonus to Strength and Constitution. He also receives 100 temporary hit points. While
raging, Erythnul suffers a –5 penalty to Armor Class and cannot use skills or abilities that require patience and concentration