XP -- N Medium celestial/fiendish vermin Init +0; Senses darkvision 60 ft., scent; Perception +5 DEFENSES
AC 15, touch 10, flat-footed 15 (+5 natural)hp 18 [22] (2d8+9) [2d8+13] Fort +6 [+8], Ref +0, Will +1 Immune mind-affecting effects SR 7 Celestial - Resist Acid, Cold, and Electricity 5 Fiendish - Resist Cold and Fire 5 OFFENSE
Speed 50 ft., climb 20 ft.Melee bite +3 [+5] (1d6+2 [1d6+4] plus grab), sting +3 [+5] (1d4+2 [1d4+4] plus poison) Special Attack Smite evil/good STATISTICS
Str 14 [18], Dex 10, Con 17 [21], Int —, Wis 13, Cha 11Base Atk +1; CMB +3 [+5] (+7 [+9] vs grapple); CMD 13 [15] (21 [23] vs trip) Feats ToughnessB Skills Climb +10, Perception +5, Survival +5 SPECIAL ABILITIES
Poison (Ex)Sting—injury; save Fort DC 12 [14]; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 saveSmite evil/good1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat. |