Celestial Hawk

Celestial Hawk
CR 1/3; Tiny magical beast; HD 1d8; hp 4;
Init +3; Spd 10 ft., fly 60 ft. (average);
AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Atk +0; Grp –10; Atk +5 melee (1d4–2, talons);
Full Atk +5 melee (1d4–2, talons);
Space/Reach 2-1/2 ft./0 ft.;
SA smite evil;
SQ darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6;
AL any good; SV Fort +2, Ref +5, Will +2,
Abilities:Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.
Skills and Feats: Listen +2, Spot +14; Weapon Finesse.
Smite Evil (Su): Once per day, make a normal melee attack to deal +1 damage against an evil foe.

Source: Hawk from MM1, Celestial template from MM1, Calculated by myself (Tukadian)


Celestial Hawk Familiar:
CR —; Tiny magical beast; HD 3; hp 1/2 master’s;
Init +3; Spd 10 ft., fly 60 ft. (average);
AC 19, touch 15, flat-footed 16;
Base Atk +0; Grp –10; Atk +5 melee (1d4–2, talons);
Full Atk +5 melee (1d4–2, talons);
Space/Reach 2-1/2 ft./0 ft.;
SA smite evil;
SQ darkvision 60 ft., deliver touch spells, improved evasion, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, granted abilities;
AL any good; SV Fort +2, Ref +5, Will +2,
Abilities:Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +2, Spot +14; Weapon Finesse.
Smite Evil (Su): Once per day, make a normal melee attack to deal +1 damage against an evil foe.

The above statistics assume a master of the minimum required level (3rd) with no additional class or race bonuses to attack rolls or saving throws.
Granted Abilities: In addition to their own special qualities, all familiars grant their masters the Alertness feat, the benefit of an empathic link, and the ability to share spells with the familiar.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Source: DMG

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