Erythnul (the Many)

Lesser God, Common worship (Oeridian pantheon)
God of Ugliness, Hate, Envy, Malice, Slaughter

Symbol Red drop of blood sealed in crystal or amber 
Alignment Chaotic Evil (Neutral tendencies) 
Crusader Alignment CN or any evil (mostly evil)  
Plane Pandemonium 
Worshippers Humanoids, barbarians, cultists, torturers, mercenaries, assassins, thieves 
Race Human, humanoids (mostly bugbears, trolls, gnolls and ogres) 
Sex Almost entirely male  
Attributes Str 11, Con 13 -1
Proficiency Groups Priest, General0
Bonus ProficiencyTorture 3
Preferred Weapons Footman's mace, club, or morning star 
Allowed Weapons clubbing weapons, flails, dagger, knife, stiletto, spears, whips, quarterstaff5
Armor Any, usually no shield0
Primary Sphere Healing (usually used to inflict pain) 10
Major Spheres All, Chaos, Combat, Elemental (Fire), Summoning, War44
Minor Spheres Necromantic, Protection10
Additional Spells Cloak of Fear (4th), Slay Living (5th)1
Abilities
  Normal priestly followers5
  THACO improves as Warrior20
3rd level Scare (as Wizard spell, 1/day)
5 (1/day) + 4 (W2) - 1 (3rd level) - 1 (2 powers) = 7
7
14th level Fear (as wand, 1/day)
5 (1/day) + 8 (W4) - 6 (14th level) - 1 (2 powers) = 6
6
5th The priest can spill a pint of his own blood once per week to summon 2-12 1st level fighters, in red scale mail armor (AC 5), with footman's maces and 10 hp25
7th As above, but summons 2-8 gnolls, in red laminated armor (AC 4), with morning stars and 16 hp*
9th As above, but summons 1-6 bugbears, in red enameled iron (AC 3), with footman's flails and 25 hp*
11th As above, but summons 1-4 ogres, in red hides and pelts (AC 2), with huge clubs (2d4 + 6 for strength) and 33hp*
14th As above, but summons 1-2 red-skinned trolls (AC 2), with 48 hp*
Limitations
  Reduced spell casting (1 less spell of each level, no 7th level spells)-15
Raiment Rust-colored garments, mask of one of the five races of humanoid (if not humanoid) worn during ceremonies. Stylized helms are usually worn. 
Holy Days New Moon (Luna), blood sacrifice and discordant music 
Notes
This class should be restricted to non-player characters only
Shrines are usually hidden, although some open shrines exist in the barbarian states and the Great Kingdom. Most sizeable towns have a small sect amongst the seedier elements (e.g., the Thieve's Quarter). Larger followers are present in the appropriate humanoid areas.
The torture NWP is not defined, but is Int based in the old system (-2 to success chance), and takes one slot (two for anyone who doesn't have the appropriate background). In Skills & Powers, it costs 3 or 5 CP, has a base rating of 8, and is based on Intelligence/Reason and Wisdom/Intuition.
The Fear wand ability is rated as a 4th level Wizard's spell
The summoning ability is rated at 25 CP. The first pint of blood in day takes away 10% of the priest's maximum hit points, the second pint 30%, the third 60%, the fourth is fatal. This can be reset by restoring the amount of hit points lost with a healing spell. The first pint spilled summons the most powerful creature possible, each successive pint in a week summons the next weaker creature. Summoning ability returns one week AFTER the last pint is spilled. The blood must be fresh, and summoning requires two rounds (one to draw blood, one to summon), but no concentration. The creatures appear at the end of the second round, do not ever need to check morale, and fight until slain. They cannot be healed, and vanish 1 turn after the end of combat.