*Faun
Summoned Creature: Faun
CG Medium Celestial Fey
CR 1
Init +3;
Senses low-light vision
Perception +8
DEFENSE
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 13 (3d6+3)
Fort +2, Ref +8, Will +5
DR 2/cold iron
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard
OFFENSE
Speed 30ft
Melee dagger +6 (1d4+4/19-20)
Ranged shortbow +6 (1d6/x3)
Special Attacks Panpipes
STATISTICS
Str 18, Dex 20, Con 13, Int 11, Wis 14,
Cha 17
Base Atk +1; CMB +3; CMD 16 (20 vs trip)
Feats Feats Point-Blank Shot, Weapon Finesse
Skills Acrobatics +10, Bluff +9, Perception +8, Perform (wind) +9, Sense Motive +7, Stealth +11, Survival +4
Languages Common, Sylvan
SPECIAL ABILITIES
Spell-Like Abilities (CL 3rd; concentration +6)
At will—ghost sound (DC 13)
1/day—hideous laughter (DC 14), Sleep (DC 14)
Smite evil
1/day as a swift action add CHA bonus (+5) to attack rolls and damage bonus equal to HD (+3) 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.
Panpipes (Su)
Three times per day, a faun can use its masterwork panpipes to augment its spell-like abilities. Doing so is a swift action that increases the DC of the next spell-like ability it uses on its turn by +2.