Summoned Creature: Dolphin
Dolphin CR 1/2
XP —
N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., blindsight 120ft; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 [15] (2d8+2) [2d8+6]
Fort +4 [+6], Ref +5, Will +1; SR 5
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5
OFFENSE
Speed swim 80 ft.
Melee slam +3 [+5] (1d4+1 [1d4+3])
Special Attacks smite evil/good
STATISTICS
Str 12 [16], Dex 15, Con 13 [17], Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2 [+4]; CMD 14 [16]
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SPECIAL ABILITIES
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. Augment Summoning grants each creature you conjure with any summon spell a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.