XP -- N Medium celestial/fiendish vermin Init +2; Senses darkvision 60 ft.; Perception +4 DEFENSES
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)hp 5 [7] (1d8+1) [1d8+3] Fort +3 [+5], Ref +2, Will +0 Immune mind-affecting effects SR 5 Celestial - Resist Acid, Cold, and Electricity 5 Fiendish - Resist Cold and Fire 5 OFFENSE
Speed 40 ft., climb 40 ft.Melee bite +2 [+4] (1d6-1 [1d6+1] plus poison) STATISTICS
Str 9 [13], Dex 15, Con 12 [16], Int --, Wis 10, Cha 2Base Atk +0; CMB -1 [+1]; CMD 11 [13] (can't be tripped) Feats Weapon FinesseB Skills Climb +10 [+12], Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth SPECIAL ABILITIES
Poison (Ex) Bite -- injury; save Fort DC 13 [15]; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and inclues a +2 racial bonus. Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) 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. |