Pony
Summoned Creature: Pony (Horse)
NG Medium Celestial Animal
CR 1/2
Init +1;
Senses darkvision 60 ft., low-light vision, scent;
Perception +5
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d8+8)
Fort +7, Ref +4, Will +0
SR 5
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard
OFFENSE
Speed 40 ft
Melee 2 hooves -1 (1d3+2)
Special Attacks Smite Evil
STATISTICS
Str 17, Dex 13, Con 18, Int 2, Wis 11,
Cha 4
Base Atk +1; CMB +4; CMD 15 (19 vs trip)
Feats Endurance, Run
Skills Perception +5
Sqecial Qualities docile
SPECIAL ABILITIES
Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls
and damage bonus equal to HD (+2) against evil foes; smite persists until
target is dead or the celestial creature rests).
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
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.