Cheetah CR 2
Speed 50 ft.; sprint
Melee bite +6 [+7] (1d6+3 [ 1d6+5] plus trip ), 2 claws +6 [+7] (1d3+3) [ 1d3+5]
Special Attack smite evil/good
Str 17 , Dex 19, Con 15 , Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5 [+7]; CMD 19  (23  vs. trip)
Feats Improved Initiative , Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass
Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
1/day as a swift action (adds Cha bonus (+0) to attack rolls and damage bonus equal to HD (+3) 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.