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Summoned Creature: Horse

Horse CR 1

XP —
N Large celestial/ fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 [19] (2d8+6) [ 2d8+10 ]
Fort +6 [+8], Ref +5, Will +1
SR 6
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5

OFFENSE

Speed 50 ft.
Melee 2 hooves –2 [+0] (1d4+1) [1d4+ 2]
Special Attack Smite evil/good

STATISTICS

Str 16 [20], Dex 14, Con 17 [21], Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5 [+7]; CMD 17 [19] (21 [23] vs trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile

SPECIAL ABILITIES

Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill, a horse’s hooves are treated as secondary attacks.

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.