Init: +3. Senses: Perception +14. Ac: 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, –1 Dex); +1 vs. good opponents.
Hp: 78 (10d8+30).
Fortitude: +10. Reflex: +3. Will: +12; +2 vs. good opponents.
Speed: 20 ft.. Melee: +1 falchion +11/+6 (2d4+5/18–20). Special Attacks: aura of madness (DC 19, 10 rounds/day), channel negative energy 4/day (DC 16, 5d6), might of the gods (+10, 10 rounds/day). Strength: 16. Dexterity: 8. Constitution: 14. Intelligence: 10. Wisdom: 18. Charisma: 12.
Base Attack: +7. Cmb: +10. Cmd: 20.
Feats: Augment Summoning, Combat Casting, Heavy Armor Proficiency, Improved Initiative, Power Attack, Spell Focus (conjuration).
Skills: Handle Animal +11, Heal +8, Knowledge (nature) +1, Knowledge (religion) +6, Perception +14, Spellcraft +8.
Languages: Common. Special Qualities: aura. Combat Gear: potions of invisibility (2). Other Gear: +1 full plate, +1 falchion, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, 110 gp.
domain spell-like abilities: (CL 10th; concentration +14)
7/day-strength surge (+5), vision of madness (+/–5)
cleric spells prepared: (CL 10th; concentration +14)5th-flame strike (DC 19), righteous migh tD, summon monster V
4th-confusionD (DC 18), cure critical wounds, summon monster IV (2), unholy blight (DC 18)
3rd-blindness/deafness, magic circle against good, magic vestmen tD, summon monster III, water breathing
2nd-bull's strengthD, cure moderate wounds, darkness, shield other, silence (DC 16), summon monster II
1st-bane (DC 15), bless, command (DC 15), cure light wounds, divine favor, enlarge personD (DC 15)
0 (at will)-create water, detect magic, light, mending
D Domain spell; Domains Madness, Strength
Tactics
Before Combat The cleric casts magic circle against good and magic vestment.
During Combat The cleric drinks a potion of invisibility, then uses summon monster V and summon monster IV to overwhelm opponents, and attacks with flame strike, casting righteous might before entering melee.
Base Statistics Without magic circle against good and magic vestment, the cleric's statistics are
AC 20, touch 10, flat-footed 20.
The mother of beasts serves the goddess of madness and monsters. She looks after horrible creatures and summons extraplanar beings to defend herself and her pets.
Empiri Chalemede
Empiri raises and nurtures hybrid monsters and aberrant mutations. Though she lacks the magic to create these oddities, she values anyone skilled at such things.
Combat Encounters
Empiri is most effective when she has monsters to protect her. Without allies, she uses summon monster spells to conjure guardians.
Roleplaying Suggestions
Empiri might ask the PCs to help her catch a predatory beast—though not to destroy it.