TEXT: By John Ling
  Frog God 
  Games
  
  2
  Lost Lore: Divine Hunters
  Author
  John Ling
  Developer
  John Ling
  Copy Editor
  John Ling
  Art Direction, Layout, and Typesetting
  Charles A. Wright
  Cover and Interior Art
  Andrew DeFelice
  Credits
  CEO — Bill Webb
  Creative Director: Swords & Wizardry — Matthew J. Finch
  Creative Director: Pathfinder — Greg A. Vaughan
  Art Director — Charles A. Wright
  Lead Developer — John Ling
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  Wasn’t Even Supposed To Be Here Today — Skeeter Green
  Shadow Frog — James Redmon
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  Frog  
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  FROG GOD GAMES IS
  
  3
  Lost Lore: Divine Hunters
  Deities, taken as a group, value their followers like a devil values 
  souls. That is, followers are essentially currency and power for those 
  with the divine spark. Unfortunately for most deities, followers 
  possess free will; nothing gets in the way more of the best-laid plans. 
  Most times when a true believer strays, a simple atonement spell — 
  typically coupled with a suitable quest — is enough to steer things 
  back toward the deity’s favor. Sometimes, though, the offense is so 
  severe an atonement spell just isn’t enough.
  Some offenses are so severe, so drastic, that forgiveness is nigh 
  impossible. The only recourse in these circumstances is to dole out 
  swift and severe punishment. Most of the time, deities are loath to 
  interact directly with mortals. To handle these special circumstances, 
  they have an unusual breed of hunters called the nel’barzoth.
  A deity forms each nel’barzoth from appropriate planar substances 
  and imbues it with a spark of life when the creature is needed. A 
  nel’barzoth resembles its target, except it possesses pure white 
  eyes that shimmer, even in total darkness. A nel’barzoth that opts 
  to assume its natural form has a humanoid shape, but is otherwise 
  nondescript. An infidel who sees its nel’barzoth (regardless of shape) 
  instinctively knows why the creature is hunting.
  Deities have full control over when to send a nel’barzoth and what 
  kind to send. Generally speaking, deities don’t send an over-powerful 
  nel’barzoth to hunt as the creature requires a spark of the deity’s 
  essence in order to gain life, and while the nel’barzoth hunts the deity 
  is slightly weakened. Should a nel’barzoth be defeated, however, 
  most deities won’t hesitate to escalate, sending a pair or pack, or even 
  sending a tougher nel’barzoth if that’s deemed necessary.
  If a nel’barzoth defeats the target, it returns to its creator, even if 
  allies of the target remain alive. A defeated nel’barzoth (including its 
  weapon) dissolves into a pool of noxious ichor that lasts for 1 minute. 
  Any living creature touching this substance must make a Fortitude 
  save (DC equal to 10 + 1/2 the nel’barzoth’s HD + its Constitution 
  modifier) or become nauseated for one hour. A creature that succeeds 
  on this saving throw is instead sickened for 3d6 minutes.
  Common Traits
  All nel’barzoth share several common traits, regardless of its 
  relative power or the deity it was created for. Defensively, in addition 
  to its Damage Reduction a nel’barzoth is immune to cold and poison 
  and has resistance against acid, electricity, and fire. The amount 
  of resistance depends upon whether it is a lesser, intermediate, or 
  greater nel’barzoth (5, 10, and 15 points, respectively). It possesses 
  spell resistance equal to 11 plus its challenge rating.
  Each nel’barzoth has a number of spell-like abilities to aid it 
  during the hunt. Each can cast atonement once per day, should its 
  target suddenly repent and seek forgiveness. Each also possesses the 
  ability to plane shift twice per day — once to arrive at its target’s 
  location, and once to return to its home domain. A nel’barzoth also 
  possesses the ability to heal itself, or others, with the relative power 
  of this spell-like ability increasing with the creature. A nel’barzoth, 
  especially intermediate and greater variety, may have other spell-like 
  abilities.
  Its signature ability, however, is its “smite infidel” special attack. 
  This ability gives the nel’barzoth an enhanced armor class against its 
  target, as well as enhanced attack and damage rolls against any who 
  stand in its way. A nel’barzoth uses — and is always proficient with 
  — the favored weapon of its deity.
  Lesser Nel’barzoth
  The weakest of the nel’barzoth, the xillix hunts the weakest 
  minions of the gods. Xillix are the preferred hunters of most gods, as 
  the spark needed to imbue them with life is nearly insignificant. As 
  such, most deities opt to send a pair or even pack of xillix rather than 
  create an intermediate nel’barzoth.
  A xillix ranges in size from Small to Large, and matches (as 
  closely as possible) the size of the target.
  The xillix presented here was created by Grotaag, God of Orcs.
  XILLIX, LESSER NEL’BARZOTH 
  CR 4
  XP 1,200
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +12
   
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 37 (5d10+10)
  Fort +3; Ref +7; Will +5
  DR 5/good; Immune cold, poison; Resist acid 5, 
  electricity 5, fire 5; SR 15
   
  Speed 30 ft., fly 60 ft. (perfect)
  Melee greataxe +10 (1d12+6/x3)
  Special Attacks smite infidel
  Domain Spell-Like Abilities (CL 5th):
  4/day—bleeding touch
  Spell-Like Abilities (CL 5th):
  Constant—fly
  5/day—cure light wounds
  2/day—plane shift (self only)
  1/day—atonement
   
  Str 19, Dex 13, Con 15, Int 14, Wis 12, Cha 16
  The Divine Hunters
  Divine Customizations
  Each nel’barzoth is unique, formed by a deity for a specific 
  purpose. But most possess similar abilities that enable the 
  hunter to track and destroy its prey. Each nel’barzoth also 
  possesses three traits that change based on the nature of its 
  divine creator.
  Alignment: The nel’barzoth shares its alignment with 
  its deity. It gains any appropriate subtypes based on this 
  alignment.
  Damage Reduction: Good-aligned nel’barzoth gain evil 
  DR while evil-aligned gain good DR. A nel’barzoth that 
  is neutral on the good-evil axis gains silver DR instead. A 
  lesser nel’barzoth gains DR 5; an intermediate DR 10; and 
  a greater DR 15.
  Domain: A nel’barzoth gains all the special abilities of 
  one of the domains of its deity (but not spells). It treats its 
  Hit Dice as its cleric level, including for determining which 
  abilities it has access to.
  
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  Lost Lore: Divine Hunters
  Base Atk +5; CMB +9; CMD 20
  Feats Lightning Reflexes, Skill Focus (Perception), 
  Weapon Focus (greataxe)
  Skills Disguise +11, Fly +17, Intimidate +8, Knowledge 
  (planes) +10, Knowledge (religion) +10, Perception +12, 
  Sense Motive +9, Stealth +9
  Languages Abyssal, Common; telepathy 100 ft.
  SQ domain, change shape (target creature; alter self)
   
  Environment any plane
  Organization solitary, pair, pack (3–6)
  Treasure none
   
  Domain (Ex) A nel’barzoth possesses one domain from 
  the deity that created it, and gains all the special 
  abilities of that domain, but not the spells. Its caster level 
  is equal to its Hit Dice. Any saving throw DCs of abilities 
  are calculated normally. This nel’barzoth has the Death 
  domain.
  Smite Infidel (Su) A xillix adds its Charisma bonus to all 
  attack rolls made against the target creature, and adds 
  its number of Hit Dice to all damage rolls, including any 
  domain spell-like ability. It gains a deflection bonus 
  to AC equal to its Charisma bonus against the target 
  creature. In addition, a xillix receives a +1 bonus on 
  attack and damage rolls made against those who aid 
  the infidel. These bonuses remain in effect until either the 
  infidel or xillix is slain, or the infidel voluntarily agrees to 
  be the target of the xillix’s attonement spell-like ability.
  Intermediate  
  Nel’barzoth
  Significantly more powerful than a xillix, the intermediate 
  nel’barzoth — known as a quinbac — by deities who need to send a 
  strong message to the unfaithful. A deity suffers in a weakened state, 
  however, while the quinbac hunts, so each deity carefully chooses 
  when — and how many — quinbac to release into the world.
  The quinbac presented here was created by Thyr, God of Law and 
  Justice.
  QUINBAC, INTERMEDIATE NEL’BARZOTH 
  CR 9
  XP 6,400
  LG Large outsider (extraplanar, good, lawful)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +20
   
  AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 
  size)
  hp 104 (11d10+44)
  Fort +7; Ref +10; Will +9
  DR 10/evil; Immune cold, poison; Resist acid 10, 
  electricity 10, fire 10; SR 20
   
  Speed 40 ft., fly 75 ft. (perfect)
  Melee +2 flaming heavy mace +19/+14/+9 (2d6+8 plus 
  1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks smite infidel
  Domain Spell-Like Abilities (CL 11th):
  5/day—rebuke death
  Spell-Like Abilities (CL 11th):
  Constant—fly
  5/day—cure moderate wounds
  2/day—plane shift (self only)
  1/day—atonement
   
  Str 23, Dex 13, Con 18, Int 16, Wis 15, Cha 22
  Base Atk +11; CMB +18 (+20 disarm); CMD 29 (31 vs. 
  disarm)
  Feats Alertness, Combat Expertise, Improved Disarm, 
  Improved Initiative, Lightning Reflexes, Weapon Focus 
  (heavy mace)
  Skills Disguise +20, Fly +21, Heal +16, Intimidate +20, 
  Knowledge (planes) +17, Knowledge (religion) +17, 
  Perception +20, Sense Motive +20, Stealth +11
  Languages Celestial, Common; telepathy 100 ft.
  SQ domain, change shape (target creature; alter self)
   
  Environment any plane
  Organization solitary, pair, pack (3–6)
  Treasure none
   
  Domain (Ex) A nel’barzoth possesses one domain from 
  the deity that created, and it gains all the special 
  abilities of that domain, but not the spells. Its caster 
  level is equal to its Hit Dice. Any saving throw DCs of 
  abilities are calculated normally. This nel’barzoth has the 
  Healing domain.
  Smite Infidel (Su) A quinbac adds its Charisma bonus 
  to all attack rolls made against the target creature, 
  and adds its number of Hit Dice to all damage rolls 
  (including those for any domain spell-like ability). It gains 
  a deflection bonus to AC equal to its Charisma bonus 
  against the target creature. In addition, the quinbac 
  receives a +5 bonus on attack and damage rolls made 
  against those who aid the infidel. These bonuses remain 
  Nel’barzoth! I Summon You!
  A nel’barzoth, regardless of its relative power, is never 
  available to a spellcaster via a summon monster or similar 
  spell. Likewise, a nel’barzoth is an inappropriate target for 
  planar binding and similar spells. A nel’barzoth does not 
  exist until the moment a deity requires its existence. Upon 
  completing its mission, a nel’barzoth returns to its creator to 
  give a full report before merging with the planar substances 
  from which it was created.
  At the GM’s discretion, however, a player possessing 
  a mythic power of at least 3rd tier and the divine source 
  universal path ability may be able to create nel’barzoth 
  on a limited basis. A character of 3rd tier can only create 
  a lesser nel’barzoth; a character of 6th tier can create an 
  intermediate; and a character of 9th tier or higher can 
  create a greater nel’barzoth. Such creation is taxing. Doing 
  so inflicts a number of negative levels upon the character 
  equal to the nel’barzoth’s challenge rating. This penalty 
  occurs even if the character is immune to negative levels 
  for any reason, and it persists as long as the nel’barzoth is 
  in existence. If the nel’barzoth is slain, the negative levels 
  persist for one week. 
  
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  Lost Lore: Divine Hunters
  in effect until either the infidel or quinbac is slain, or 
  the infidel voluntarily agrees to be the target of the 
  quinbac’s atonement spell-like ability. 
  In addition, the quinbac gains a +4 sacred or profane 
  bonus (as appropriate) to confirm critical hits against 
  the target and does one extra multiplier of damage (x2 
  becomes x3, x3 becomes x4, etc).
  Greater Nel’barzoth
  The most powerful of the standard nel’barzoth, deities are loathe 
  to create these ultimate hunters, known as ziphna. It is rumored 
  that while a ziphna is in existence a deity is almost as vulnerable 
  as a mere mortal. Whether that is actually true or not is unknown to 
  scholars; however, what is known is that a deity who creates a ziphna 
  suffers great pain each time the nel’barzoth is wounded. Every cut 
  from a sword, every scorching flame from a spell, injuries the deity 
  as much as the ziphna.
  The ziphna presented here was created by Bowbe, God of War and 
  Slaughter.
  ZIPHNA (GREATER NEL’BARZOTH) 
  CR 15
  XP 51,200
  CN Large outsider (chaos, extraplanar)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +30
   
  AC 31, touch 16, flat-footed 31 (+15 natural, +7 profane, 
  –1 size)
  hp 229 (17d10+136)
  Fort +20; Ref +17; Will +23
  Defensive Abilities divine aegis, DR 15/good; 
  Immune cold, poison; Resist acid 15, electricity 15, 
  fire 15; SR 26
   
  Speed 50 ft., fly 90 ft. (perfect)
  Melee +4 flaming burst 
  greatsword +33/+28/+23/+18 
  (3d6+22/17–20 plus 1d6 fire) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks smite infidel, 
  weapon master
  Domain Spell-Like Abilities (CL 
  17th):
  9/day—battle rage
  Spell-Like Abilities (CL 17th):
  Constant—fly
  5/day—cure serious wounds
  2/day—plane shift (self only)
  1/day—atonement
   
  Str 35, Dex 10, Con 27, Int 19, Wis 22, Cha 
  24
  Base Atk +17; CMB +30 (+32 bull rush, +34 
  trip); CMD 47 (49 vs. bull rush and trip)
  Feats Alertness, Combat Expertise, Greater 
  Trip, Improved Bull Rush, Improved Critical 
  (greatsword), Improved Initiative, Improved 
  Trip, Power Attack, Weapon Focus 
  (greatsword)
  Skills Bluff +27, Diplomacy +27, 
  Disguise +27, Fly +26, Intimidate 
  +27, Knowledge (planes) +24, 
  Knowledge (religion) +24, 
  Perception +30, Sense Motive 
  +30, Stealth +16
  Languages Common, Ignan; 
  telepathy 100 ft.
  SQ domain, change shape 
  (target creature; alter self)
   
  Environment any plane
  Organization solitary, pair, pack (3–6)
  Treasure none
   
  Divine Aegis (Su) A ziphna is the ultimate hunter of the 
  gods, and as such garners extra protection. It adds 
  its Charisma bonus as a sacred or profane bonus (as 
  appropriate) to AC and CMD as well as all saving 
  throws. It retains this bonus to AC and CMD even when 
  flat-footed or otherwise denied its Dexterity bonus. 
  Domain (Ex) A nel’barzoth possesses one domain from 
  the deity that created, and it gains all the special 
  abilities of that domain, but not the spells. Its caster level 
  is equal to its Hit Dice. Any saving throw DCs of abilities 
  are calculated normally. This nel’barzoth has the War 
  domain.
  Smite Infidel (Su) A ziphna adds its Charisma bonus to 
  all attack rolls made against the target creature and its 
  allies, and adds its number of Hit Dice to all damage rolls 
  (including those for any domain spell-like ability). It gains 
  a deflection bonus to AC equal to its Charisma bonus 
  against the target creature and all allies. This bonus 
  
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  Lost Lore: Divine Hunters
  stacks with the bonus from divine aegis. These bonuses 
  remain in effect until either the infidel or quinbac is 
  slain, or the infidel voluntarily agrees to be the target of 
  the quinbac’s atonement spell-like ability. In addition, 
  the ziphna gains a +8 sacred or profane bonus (as 
  appropriate) to confirm critical hits against the target 
  and its allies and does one extra multiplier of damage 
  (x2 becomes x3, x3 becomes x4, etc).
  Weapon Master (Su) At 8th level, as a swift action, the 
  ziphna gains the use of one combat feat for a number 
  of rounds per day equal to its Hit Dice. These rounds do 
  not need to be consecutive and it can change the feat 
  chosen each time it uses this ability. The ziphna must 
  meet the prerequisites to use this feat.
  Mythic Nel’barzoth
  The most fearsome of all nel’barzoth is the mythic nel’barzoth. 
  Legends tell of incredible beings coming to the Material Plane and 
  slaughtering whole towns for straying from a god’s teachings, of 
  creatures so powerful they’re capable of razing temples used by 
  blasphemous traitors. The mightiest of kings, the most powerful 
  warrior, and the most gifted practitioner of the magical arts all suffer 
  nightmares at the thought of this ultimate hunter relentlessly pursuing 
  them for transgressions
  The mythic nel’barzoth presented here was created by Tsathogga, 
  the Demon Frog God.
  MYTHIC ZIPHNA 
  CR 22/MR 9
  XP 614,400
  CE Large outsider (chaotic, evil, extraplanar, mythic)
  Init +13M; Senses darkvision 60 ft., low-light vision; 
  Perception +35
   
  AC 40, touch 16, flat-footed 40 (+24 natural, +7 profane, 
  –1 size)
  hp 431 (22d10+310)
  Fort +24; Ref +20; Will +26; second save
  Defensive Abilities block attacks, divine aegis, 
  Fortification (50%); DR 15/good and 10/epic; Immune 
  cold, poison; Resist acid 15, electricity 15, fire 15; SR 42
   
  Speed 80 ft., fly 90 ft. (perfect)
  Melee +5 unholy wounding scimitar +41/+36/+31/+26 
  (1d8+19/15–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks always a chance, chaos blade, clean 
  blade, maximized critical, mythic power (11/day, surge 
  +1d10), smite infidel, sudden attack
  Domain Spell-Like Abilities (CL 22nd, melee touch +21):
  9/day—touch of chaos
  Spell-Like Abilities (CL 22nd, melee touch +21):
  Constant—fly
  5/day—heal
  2/day—plane shift (self only)
  1/day—atonement
   
  Str 39, Dex 10, Con 31, Int 19, Wis 22, Cha 24
  Base Atk +22; CMB +37 (+39 bull rush); CMD 54 (56 vs. 
  bull rush)
  Feats Alertness, Bleeding CriticalM, Cleave, Critical 
  Focus, Improved Bull Rush, Improved Critical (scimitar)
  M, Improved InitiativeM, LungeM, Power Attack, Stunning 
  Critical, Weapon Focus (scimitar)M
  Skills Acrobatics +25 (+45 when jumping), Bluff +32, 
  Disguise +32, Fly +31, Intimidate +32, Knowledge (planes) 
  +29, Knowledge (religion) +29, Perception +35, Sense 
  Motive +35, Stealth +21; Racial Modifiers +20 Acrobatics 
  when jumping
  Languages Abyssal, Aklo, Common, Infernal; telepathy 
  100 ft.
  SQ extra mythic power, domain, force of will, impossible 
  speed, change shape (target creature; alter self)
   
  Environment any plane
  Organization solitary, pair, pack (3–6)
  Treasure none
   
  Always a Chance (Ex) You don’t automatically miss 
  when you roll a one.
  Block Attacks (Ex) Once per round, when the creature 
  is hit by a melee or ranged attack, it can attempt 
  a melee attack using its highest attack bonus. If this 
  result exceeds the result from the attack against it, the 
  creature is unaffected by the attack (as if the attack 
  had missed).
  Chaos Blade (Su) At 8th level, you can give a weapon 
  touched the anarchic special weapon quality for a 
  number of rounds equal to 1/2 your cleric level. You 
  can use this ability once per day at 8th level, and an 
  additional time per day for every four levels beyond 8th.
  Clean Blade (Ex) whenever you score a critical hit, as 
  a free action you can make a ranged touch attack to 
  fling the blood and gore at another opponent within 
  30 feet. If the touch attack hits, the foe is sickened for a 
  number of rounds equal to your tier. If the touch attack 
  is a critical hit, the foe is also blinded for the same 
  duration. A blinded foe can spend a full-round action 
  to remove the gore and end the blindness. At the GM’s 
  discretion, creatures that are immune to disease, those 
  that live in filth (such as otyughs), or those that revel in 
  bloodshed (such as demons) might be immune to the 
  sickened effect of this ability.
  Divine Aegis (Su) A ziphna is the ultimate hunter of the 
  gods, and as such garners extra protection. It adds 
  its Charisma bonus as a sacred or profane bonus (as 
  appropriate) to AC and CMD as well as all saving 
  throws. It retains this bonus to AC and CMD even when 
  flat-footed or otherwise denied its Dexterity bonus. 
  Domain (Ex) A nel’barzoth possesses one domain from 
  the deity that created, and it gains all the special 
  abilities of that domain, but not the spells. Its caster level 
  is equal to its Hit Dice. Any saving throw DCs of abilities 
  are calculated normally. This nel’barzoth has the Chaos 
  domain.
  Extra Mythic Power (Ex) You can call upon your mythic 
  power two additional times per day. You can select this 
  ability up to three times.
  Force of Will (Ex) You can exert your will to force events 
  to unfold as you would like. As an immediate action, 
  you can expend one use of mythic power to reroll a d20 
  roll you just made, or force any non-mythic creature to 
  reroll a d20 roll it just made. You can use this ability after 
  the results are revealed. Whoever rerolls a roll must take 
  the result of the second roll, even if it is lower.
  Fortification (Ex) The monster has a 50% chance to treat 
  any critical hit or sneak attack as a normal hit, as if 
  wearing moderate fortification armor.
  Impossible Speed (Ex) Your base land speed increases 
  by 30 feet. In addition, if you expend one use of mythic 
  power, for 1 hour your base land speed increases by 10 
  feet per mythic rank.
  Maximized Critical (Ex) Whenever you score a critical 
  hit, the weapon’s damage result is always the maximum 
  possible amount you could roll. This doesn’t affect other 
  dice added to the damage, such as from sneak attack 
  or the flaming weapon special ability. For example, if 
  you score a critical hit with a longsword (1d8/x2), treat 
  the sword’s damage dice as if you had rolled 8 both 
  
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  Lost Lore: Divine Hunters
  times, then add any other damage bonuses that you 
  would normally apply to a critical hit.
  Second Save (Ex) Whenever the creature fails a saving 
  throw against an effect with a duration greater than 
  1 round, it can keep trying to shake off the effect. At 
  the start of its turn, if it’s still affected, it can attempt 
  the save one more time as a free action. If the save 
  succeeds, the effect affects the creature as if it had 
  succeeded at its initial saving throw. If the effect 
  already allows another saving throw on a later turn to 
  break the effect (such as for hold monster), this ability is 
  in addition to the extra saving throw from the effect. 
  Smite Infidel (Su) A ziphna adds its Charisma bonus to 
  all attack rolls made against the target creature and its 
  allies, and adds its number of Hit Dice to all damage rolls 
  (including those for any domain spell-like ability). It gains 
  a deflection bonus to AC equal to its Charisma bonus 
  against the target creature and all allies. This bonus 
  stacks with the bonus from divine aegis. These bonuses 
  remain in effect until either the infidel or quinbac is 
  slain, or the infidel voluntarily agrees to be the target of 
  the quinbac’s atonement spell-like ability. In addition, 
  the quinbac gains a +8 sacred or profane bonus (as 
  appropriate) to confirm critical hits against the target 
  and its allies and does one extra multiplier of damage 
  (x2 becomes x3, x3 becomes x4, etc).
  Sudden Attack (Ex) As a swift action, you can expend 
  one use of mythic power to make a melee attack at 
  your highest attack bonus. This is in addition to any other 
  attacks you make this round. When making a sudden 
  attack, you roll twice and take the better result, adding 
  your tier to the attack roll. Damage from this attack 
  bypasses all damage reduction.
  Creating Your Own 
  Nel’barzoth
  GMs who wish to tinker and build their own nel’barzoth — 
  beyond just using the ones above and swapping domains and favored 
  weapons — can use these rough guidelines. As with all monsters, a 
  nel’barzoth should fall roughly within the guidelines discussed in the 
  Pathfinder Roleplaying Game Bestiary for stats such as Armor Class 
  and hit points.
  Start your design by determining the relatively power level you 
  need to challenge your players. Remember that a deity sending a 
  nel’barzoth can (and often will) opt for sending multiple weaker 
  creatures rather than a single, more powerful one. For example, 
  most deities will opt to send two or three CR 7 lesser nel’barzoth 
  rather than a single CR 9 intermediate. This provides you flexibility 
  in your encounters — for example, you can build two CR 7 lesser 
  nel’barzoth, each with a different domain.
  A lesser nel’barzoth should be between CR 4 and CR 8. An 
  intermediate nel’barzoth is between CR 9 and CR 14. A great 
  nel’barzoth is between CR 15 and 20. Above CR 20, it is recommended 
  to make use of mythic rules to build a nel’barzoth capable of putting 
  fear into your powerful PCs.
  Start by deciding the relative power you require; keep the creature’s 
  ability scores roughly in line with the creatures presented above, 
  though swap individual scores around as you need. For example, if 
  you’re building a nel’barzoth for a deity with a favored weapon of 
  longbow, you can swap the xillix’s Strength and Dexterity scores. 
  After determining the basic mechanics, fill in the details. Choose 
  an appropriate number of feats, opting for a mix of offensive and 
  defensive entries. Skills, as well, are an interesting way to customize.
  Lastly, determine which domain you want the nel’barzoth to 
  have and add those abilities and spell-like abilities to your creature. 
  Congratulations — you’re now ready to put the fear of the gods, 
  literally, into your PCs’ characters. 
  
  8
  Lost Lore: Divine Hunters
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  Lost Lore: Divine Hunters Copyright 2015 Frog God Games, LLC; Author 
  John Ling
  
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