Hi, all. Some more quick replies before I head off for another fun, fun day at my chosen profession.
Divine Monsters
Only Sleipnir is statted, as a standard Legendary Horse out of MOTW, except that he has a fly speed of 100 ft (good), 4 hoof attacks and the Muliattack feat.
I agree that Fenris could easily be portrayed as an advanced Legendary Wolf with the half-fiend template. With D&Dg, you could also make him a DR0 creature, which provides additional benefits.
Deity Meta
Proxies are defined as mortals in whom whom the deity has invested 1 DR. This is not lightly done as the deity actually has to give up some of his power. The proxy becomes a DR1 demigod and has access to some of the deity's salient abilities. No mention is made of what happens if a proxy dies, but if the proxy is aware of impending death, he can use remote communication to inform his deity, who can recall the divine power as a standard action.
There is a small discussion on what happens when a deity dies ("Immortal Turnover"). Essentially, if the divine portfolio passes on to another deity, clerics can switch patrons or gain spells from abstract principles or forces.
Deities have a home realm which they can alter to suit their tastes. If you have the MoP, they can alter several planar traits in their home realms. More powerful deities can enhance or impede the effectiveness of certain types of spells in their realms. Presumably, you'd enhance your most powerful abilities and impede those you are vulnuable to. Surtur (DR14/Rgr20/Ftr20; 1160 hp) would probably enhance fire magic in his realm and impede ice magic, for example, and the opposite would go for Thrym (DR14/Bbn20/Ftr20; 1200 hp). That's why it's not a good idea to face off with a deity in his home realm.
Salient Abilities
Divine Aura is not a salient ability (which some may have, but not others) but a divine characteristic (a property of all deities). Within a certain radius depending on DR, a deity may inspire daze, fright or resolve in mortal beings or deities of lower rank (Will DC 10+DR+Cha avoids). The deity can choose which effect every round as a free action.
Divine Blast is a ranged touch attack that deals DRd12+Chad12 damage. Range 1 mile/DR, usable 3+Cha times per day. Mass Divine Blast gives the option of using Divine Blast against up to 5 targets within DR miles, a cone up to 100 ft long/DR, a burst or spread of radius up to 50 ft/DR or a cylinder radius up to 50 ft/DR and height 10 ft/DR. The deity may choose the exact form and dimensions.
Indomitable Strength does not add to Str, but gives a +25 bonus to oppsed Str checks, including grapple checks. No salient ability improves ability scores.
Extra Domain does what you expect. It still is useful for deities apart from giving them an extra domain for their worshippers because they can use the domain power once per day per DR and use the domain spells at will as spell-like abilities.
Free Move allows the deity to move up to his speed every round as a free action.
Divine Storm creates a vortex of divine force that stops missile attacks, repels creatures with a law-chaos alignment opposite the deity, and damages creatures with a good-evil alignment opposite the deity.
Off now.