CR: A counterpoised creature’s CR increases by +1 only if the base creature has 5 or more Hit Dice. A counterpoised creature’s quick and rebuild rules are otherwise the same.
|Hit Dice||Resist Cold, Acid, and Electricity||DR|
Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite bias 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against a foe that is chaotic evil, chaotic good, lawful evil, or lawful good; smite persists until the target is dead or the counterpoised creature rests).
Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.