Dolphin CR 1/2
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11  (2d8+2) [2d8+6]
Fort +4 [+6], Ref +5, Will +1
Celestial – Resist Acid, Cold, and Electricity 5
Fiendish – Resist Cold and Fire 5
Speed swim 80 ft.
Melee slam +3 [+5] (1d4+1 [1d4+3])
Special Attacks Smite evil/good
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) 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. Augment Summoning grants each creature you conjure with any summon spell a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.