FireBeetle
Summoned Creature: Fire Beetle
NG Small Celestial Vermin
CR 1/3
Init +0;
Senses darkvision 60 ft., low-light vision;
Perception +0
DEFENSE
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +0, Will +0
SR 5
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard
Immune mind-affecting effects
OFFENSE
Speed 30 ft, fly 30 ft. (poor)
Melee bite +3 (1d4+2)
Special Attacks Smite Evil
STATISTICS
Str 14, Dex 11, Con 15, Int -, Wis 10,
Cha 7
Base Atk +0; CMB +1; CMD 11 (19 vs trip)
Feats Weapon Finesse
Skills Fly +2;
Special Qualities luminescense
SPECIAL ABILITIES
Luminescence (Ex) A fire beetle's glowing glands provide light in a
10-foot radius. A dead fire beetle's luminescent glands continue to glow
for 1d6 days after its death.
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).
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.