Although not capable of actual flight, a flying squirrel possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.
Flying Squirrel CR 1/3
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +4 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats AcrobaticB, Weapon Finesse
Skills Acrobatics +8 (+12 when jumping), Climb +10, Fly +4; Racial Modifiers +11 Acrobatics (+8 when jumping), +8 Climb
A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.
The master of a flying squirrel familiar gains a +3 bonus on Fly checks.
Environment temperate forests
Organization solitary or pair
Small familiars threaten the areas around them like Small creatures, and can be used to flank enemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small familiars are also harder to keep on a master’s person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, to remain truly out of sight.