A blue type helm with fungus on his backside, who live in the wetlands.
As a summoned, template, creature, this creature has several changes. Anything noted with  is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
CE Small Divine / Unholy Aberration [(holy/shadow)]
Init -1; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision; Perception +6
[Aura Sacred Aura/Profane Aura]
AC 19, touch 10; flat-footed 18 (-1 dex, +9 natural, +1 size)
hp 58  (6d8+30)
Fort +8, Ref +1, Will +6
Resist Earth 10, [holy 10/shadow 10]
Weakness Ice, Water, [shadow/holy]
Speed 20 ft. [30 ft]
Melee 2 Slams +9 (1d4+4 [+1d6 holy/shadow] plus slow)
Space 5 ft.; Reach 5 ft.
Special Attacks Slow (DC 14 Fort save)
Str 18, Dex 8, Con 19, Int 4, Wis 13, Cha 8
Base Atk +4; CMB +7; CMD 16
Feats Great Fortitude, Power Attack, Toughness
Skills Acrobatics +4, Perception +6, Survival +6
Slam – injury; save Fort DC 14; frequency for 1d4 rounds; slow status effect; cure 1 save. The save DC is Wisdom-based
Divine – Sacred Aura (Su)
A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 1d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.
Unholy – Profane Aura (Su)
An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 1d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.