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Summoned Creature: Dire Bat

Dire Bat CR 2
XP —
N Large celestial/ fiendish animal
Init +2; Senses blindsense 40 ft. , darkvision 60 ft. ; Perception +12

DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
hp 22 [30] (4d8+4) [ 4d8+12 ]
Fort +5 [+7], Ref +6, Will +3
SR 7
Celestial – Resist Acid, Cold, and Electricity 5
Fiendish – Resist Cold and Fire 5

OFFENSE

Speed 20 ft., fly 40 ft. (good)
Melee bite +5 [+7] (1d8+4) [ 1d8+7]
Special Attack Smite evil/good

STATISTICS

Str 17 [21], Dex 15, Con 13 [17], Int 2, Wis 14, Cha 6
Base Atk +3; CMB +7 [+9]; CMD 19 [21]
Feats Alertness , Stealthy
Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 Perception when using blindsense

SPECIAL ABILITIES

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+4) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.