Your first issue is major action disparity. Solo bosses with that much imbalance of action will get ripped apart.
Again, 6 Standard Actions to 1.
This means any truely epic boss fight is going to need filler of some kind.
What you haven't given is the context so far. A Boss without context is just another random encounter. What's the story been so far? What's the setting like. Any overarching theme on the enemies to date?
The following is mathematical walk though of the 3.5 encounter building logic, to help improve your DMing.
By numbers the Average Party Level should be 4.5 or 5 (D&D rounding), with and extra 2 members that throws on at least another level for APL 6, maybe 7.
An Very Difficult encounter (eating between then 30% — 75% of the party resources in one go) is Encounter Level +1 to +4. Overpowering (90% resource expenditure expected) is +5.
Assuming you don't want an Overpowering lets stick with EL (APL) + 4, or 10 (note Challenge Rating number Tralk arrived at).
I would actually disagree with a single big foe, even a Were-T-Rex. Between the Figher, Ranger, and Cleric there is likely enough HP to go around.
Lets message the Encounter Tables a bit.
EL 10 breaks down as:
1 CR 9,10, or 11 Monster
2 matched CR 8s
3 CR 7
etc.
And my favorite, the Mixed Pair EL 9 and EL 7. This means a "Boss" of CR 9 and then a group of "filler" at EL 7. Say 3 of them at CR 4 or 4 at CR 3.
CR 9 Boss
4 "minions" at CR 3
This gives you better action parity with the party and something to actually threaten the Wizard and Duskblade with, something else for them to throw spells at. My suggestions on encounter setup will depend on what you answer about the current story/situation. Also if you can provide details on the combat styles of the PCs: typical spell load out on the wizard and cleric, blasty, buffy, controlly?), how many ranged vs Melee, domains armor types, any quarky equipment use (like tangle foot bags or smoke sticks).
My initial thought is a HP and Armor heavy tanky boss in the middle, two decently resistant Flank Guards, and two support Archers with Cover and High Ground. That's about a simple as one can go.
Another option is to spend some or all of that Mixed Pair allotment on Traps (read Environmental Hazards).