Well, in that case, I really didn't find anything remotely along the lines of a "healing aura". Quite a few that were impervious to conventional assault, and some that had the complete opposite of a healing aura.
I'm not saying that it's 100% definite that it MUST have that effect. Just that it's an effect I'd like to add, and that the Healing 4 creature would be the obvious candidate. If need be, I'll add a unit at Healing 3 as well and give IT the ability, but I'd prefer not to add even more Myth units. (Seriously, I'm at 61 now, with most players being able to build MAYBE a dozen types in the course of a game, with most never getting past six or seven.)
A creature with Regeneration 2 (that's the "heal everything each turn" version) could be appropriate for Healing 4, but I have to say, regeneration is already VERY common in this mod's Myth creatures. A creature with this wouldn't really stand out.
Nightmarchers - Hawai'ian warrior ghosts, occasionally guide people to the afterlife. Honestly, more of a death thing than a healing one.
Shade (Darkness 2). A few of the creatures I've added to the Foci are ones that are meant to be generic enough to represent similar units from other mythologies; nearly every society had a ghost-equivalent of some kind. Granted, "Nightmarcher" is a great name, but it's like our earlier Nidhogg/Mizuchi/Mushussu/Dragon discussion; while I'm willing to add those specialized variants as Pantheon Units, I wouldn't want to add them to the Focus units unless they were truly distinct from what I already have.
Now, you'll notice that Darkness has units at 2, 3, and 4 but no level 1s. I COULD add one more Darkness unit, as long as its stats were different than the Shade and Rakshasa. But there's one additional limit: all Darkness creatures get the Anti-Myth promotion (+25% vs. Myth units). In the AoM campaign, the Shade units were your scouts in the underworld (the only units whose visibility wasn't greatly reduced), and could instakill a target Myth unit by sacrificing itself. While I toned that last part down a bit, the anti-Myth ability is sort of Darkness' specialty.
Kushtaka - Native American otter-men (shapeshifters). There are two very different versions of the legend.
Pretty similar to the Rakshasa (Darkness 3), although maybe mixed with the Vampire (Death 3), depending on which version of the story you use. Rakshasas are the "shapeshifter" unit, with the Doppelganger's ability to steal promotions, and they also have a poisonous attack. Now, the "Venom" promotion, despite its name, does not automatically mean poison. I basically added a "slow" Damage-over-Time effect called "Disease" (average: 2 damage over 6 turns, plus your normal healing is reduced), and a "fast" DoT called "Venom" (average: 2 damage over 3 turns). So that cold bit could be very similar to the fast DoT. Ergo, it's just the Rakshasa by another name, although if someone were to add an Inuit pantheon it wouldn't be the worst choice for a Pantheon unit.
As another note - I'm currently fighting a full-out war (my second one) in the ancient/classical era. That would be a lot of favor, honestly.
This is why, a while back, I asked people for exact numbers for how many combats they got into in these eras. Obviously, the numbers will change as I stretch out the first three eras, but I need a ballpark value to balance around.
The thing to remember, though, is your choice of Pantheon. If you take a combat-heavy group like the Norse or Aztecs, then you'll generate three times as much Battle Favor as someone who takes one of the two combat-light ones (Shinto or Sumerian). And yes, that'll allow you to unlock new Minor gods very quickly during early wars, and upgrade your religious buildings as soon as you unlock the new levels.
But that's not really a good thing; if you depend on Battle Favor, then it's very easy to get trapped, where you're not in a war and so can't generate enough Favor to keep your buildings upgrading or add new minor gods. And if you're not upgrading these, then you're not getting the powerful unit promotions and Myth units. Building Favor, while the slowest, is the most consistent; a Pantheon that focuses on that method might not generate as much as a warlike group on a good day, but it'll never have a BAD game.
You actually saw this in the Age of Mythology game. The Greeks could generate Favor pretty quickly, by having one or two workers pray at the temple, and the Egyptians just generated it automatically at a slow rate by building five different monuments, but since you weren't constantly spending Favor, it wouldn't take long before you were gaining more than you'd ever need. The Atlanteans (expansion disk) were like the Egyptians, but with Town Centers generating the Favor automatically. And then there were the Norse, who'd ONLY gain Favor through battle. So what'd happen often in the campaign was, you'd be Norse, playing defensively (since in campaign missions you always started at a huge disadvantage), and your Favor wouldn't really budge. Without Favor, you couldn't make Myth units or buy certain upgrades. And then you'd have one big battle, generate more Favor than you could store, you'd buy all the stuff you needed, and you'd be back at zero again. But without that battle, you were hosed.
I'm trying not to have it be quite so absolute, hence the 3/2/1 splits, but that's the general idea. There's a second wrinkle as well: Building Favor, from Temples and such, is split across all Foci within a city. So the more minor gods you follow, the less Favor each gets; post-Monotheism, minor gods become less important despite you having even more of them, so reducing the growth of the Primary and Secondary isn't a good thing.
That is, let's say we're in the Classical, at a point where Primary growth is 4, Secondary growth is 3, and Minor growth is 2.
If I only follow one minor god, then 4/9ths of my Building Favor goes to my primary focus, 3/9ths to the secondary, and 2/9ths to the minor. So a Temple that generates 4 Favor per turn is adding ~2 to my primary. (Assuming a x2 for buildings, which the Aztecs have. Norse are only x1.)
But if I follow four minor gods, because I unlocked them earlier through a glut of Battle Favor, then only 4/15ths go to my primary (just over 1 point per turn for a Temple), 3/15ths to the secondary, and 2/15th to each minor. The total's the same, but it still slows down the growth of the shrines that matter most to me, my Primary and Secondary.
Battle Favor splits as well, although it's an even split there. So if you follow one minor god, then 1/3rd of the points go to your primary, 1/3rd to secondary, and 1/3rd to the minor. But with four minors, everyone gets one-sixth instead. Priest Favor doesn't split; it ALL goes to whatever focus' building the priest was working in, so it doesn't enter into this as much, but even there, number of minor gods matters (since you'll never have cities large enough to support six priest specialists). So again, a glut of early Favor from battles isn't necessarily a good thing.