Horse CR 1
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15  (2d8+6) [ 2d8+10 ]
Fort +6 [+8], Ref +5, Will +1
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5
Speed 50 ft.
Melee 2 hooves –2 [+0] (1d4+1) [1d4+ 2]
Special Attack Smite evil/good
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.