b'Defender Globe \n'b'  Small   elemental ,  neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  22 (5d6 + 5)  Speed  5 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX:  16 (+3)  CON:  12 (+1)  INT:  4 ( -3)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  cold, fire  Damage Immunities  lightning  Senses   darkvision  60 ft., passive  Perception  11  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Hyper-Awareness . The defender globe cannot be surprised. \n'b'  Flight . The defender globe\xe2\x80\x99s ability to fly is magical in nature and does not work in areas where an antimagic effect is active. \n'b'  Actions \n'b'   Electrical Bolt .  Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target.  Hit : 10 (2d6 + 3) lightning damage. \n'b'  About \n'b' This small glowing orb radiates light similar to that of a lantern. Small filaments of electrical energy dance across its illuminated surface. \n'b' This small outsider is bound by spellcasters using the   summon monster III   or lesser  planar binding  spells, serving for up to 1 day per caster level. \n'b' Using more powerful incantations can bind the globes for longer periods (GM\xe2\x80\x99s discretion). \n'b' They can understand but not speak, any language spoken by their summoner. The summoned globes can understand simple orders and carries out their last order until destroyed or dismissed.'