Viper
Summoned Creature: Viper
NG Tiny Celestial Animal
CR 1/2
Init +3;
Senses darkvision 60 ft., low-light vision;
Perception +9
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
SR 5
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard
OFFENSE
Speed 20 ft, climb 20 ft, swim 20 ft.
Melee bite +5 (1d2 plus poison)
Space 2-1/2 ft; Reach 0 ft.
Special Attacks Smite Evil
STATISTICS
Str 8, Dex 17, Con 12, Int 1, Wis 13,
Cha 2
Base Atk +0; CMB +3; CMD 10 (can't be tripped)
Feats Weapon Finesse
Skills Climb +13, Perception +9, Stealth +15, Swim +11;
Racial Modifiers +4 Perception, +4 Stealth;
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).
Poison (Ex) Bite-Injury; save Fort DC9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save
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.