*Grig
Summoned Creature: Grig
NG Tiny Celestial Fey
CR 1
Init +4;
Senses low-light vision
Perception +5
DEFENSE
AC 19, touch 19, flat-footed 12 (+6 Dex, +1 dodge, +2 size
hp 7 (1d6+3)
Fort +1, Ref +8, Will +3
DR 5/cold iron
SR 16
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard
OFFENSE
Speed 30ft, fly 30ft
Melee short sword +3 (1d3+1/19-20)
Ranged longbow +8 (1d4–1/×3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite Evil
Spell-Like Abilities (CL 9th; concentration +11)
3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14)
STATISTICS
Str 9, Dex 22, Con 17, Int 10, Wis 13,
Cha 14
Base Atk +0; CMB +2; CMD 10 (16 vs trip)
Feats Dodge
Skills Acrobatics +8 (+12 jump), Escape Artist +8, Fly +12, Perception +5, Perform (string) +6, Stealth +16;
Racial Modifiers +4 Acrobatics when jumping
Languages Common, Sylvan
SPECIAL ABILITIES
Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests).
Diehard When reduced to 0 hit-points, the summoned creature is disabled, instead of dismissed. The creature may take a single move action or standard action each round (but not both, nor can he take full- round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. The summoned creature is dismissed when hit-points equal -Con.
Return to Monster - Summon Creature II Skills Acrobatics +10 (+14 jump), Escape Artist +10, Fly +14, Perception +5, Perform (string) +6, Stealth +18; Racial Modifiers +4 Acrobatics when jumping Languages Common, Sylvan