Anyway, this is what I do for most holy servants, an Avatar adjustment to the central creature that best represents them.
Avatar (Simple Template)
Type Monstrous Humanoid (treat as before)AC +10 Natural AC
HD +10 HD
Saves Fort +8 Ref +8 Will +8
Init +5
Speed 50 (Base Land)
Melee Increase by 2 attacks or by two-fold
Special Attacks Turn or Control Undead at 10th HD bonus
Special Defenses. Elemental Resistance 25, +DR 10 / +2 weapons
Skills +10 HD (60 skill points) or Six Skills Maxed
Feats Dodge, Weapon Finesse, Weapon Damage, Weapon Focus (or 4 new feats)
Str +10 Con +10 Dex +10 . Int +6. Wis +6. Cha +12
Environment Garden, Temple, Any Holy Site
Organization Solitary
Treasure Triple Triple (Coins or gems)
Advancement None
An Avatar is a divinely boosted servant to do the biding of the faithful. Every deity has one of these to serve their purposes, some in their heavenly abode or one of their earthly one. For those who come to the mortal world, they must be called via a ritual, so it is very rare for one to be present outside the heavenly location. For a entity like Razzgurk at least 500 sacrifices be given in one night to appease the Ogre gods to enable this powerful servant to come down to the mortal realm in order to serve.
An Avatar is a divinely boosted servant to do the biding of the faithful. Every deity has one of these to serve their purposes, some in their heavenly abode or one of their earthly one. For those who come to the mortal world, they must be called via a ritual, so it is very rare for one to be present outside the heavenly location. For a entity like Razzgurk at least 500 sacrifices be given in one night to appease the Ogre gods to enable this powerful servant to come down to the mortal realm in order to serve.
Example
Razzgurk - Ogre Avatar of Rampage
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 27, touch 18, flat-footed 27 (+4 armor, –1 Dex, +15 natural, –1 size)
161hp (14d8+98 con)
Fort +19, Ref +12, Will +14
Offense
Speed 40 ft. (40 ft. base)
Melee 3 X greatclub +13 (2d8+10)
Ranged javelin +8 (1d8+5)
Space 10 ft., Reach 10 ft.
Statistics
Str 31, Dex 18, Con 25, Int 12, Wis 16, Cha 19
Base Atk +10; CMB +21; CMD 35
Feats Iron Will, Toughness, Dodge, Weapon Finesse, Weapon Damage, Weapon Focus
Skills Climb +17, Perception +15, Knowledge (Religion) +10,
Languages Giant
Ecology
Environment temperate or cold hills
Organization solitary
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 27, touch 18, flat-footed 27 (+4 armor, –1 Dex, +15 natural, –1 size)
161hp (14d8+98 con)
Fort +19, Ref +12, Will +14
Offense
Speed 40 ft. (40 ft. base)
Melee 3 X greatclub +13 (2d8+10)
Ranged javelin +8 (1d8+5)
Space 10 ft., Reach 10 ft.
Statistics
Str 31, Dex 18, Con 25, Int 12, Wis 16, Cha 19
Base Atk +10; CMB +21; CMD 35
Feats Iron Will, Toughness, Dodge, Weapon Finesse, Weapon Damage, Weapon Focus
Skills Climb +17, Perception +15, Knowledge (Religion) +10,
Languages Giant
Ecology
Environment temperate or cold hills
Organization solitary
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)