A crystal helm with glowing blue eyes, who live in caves or forest. Covered by a hard shell with crystals growing out from it, aiding in defense.
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 -2; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision; Perception +6
[Aura Sacred Aura/Profane Aura]
AC 16, touch 9; flat-footed 16 (-2 dex, +7 natural, +1 size)
hp 30  (4d8+12)
Fort +7, Ref -1, Will +5
Resist Earth 5, Ice 5 [holy 5/shadow 5]
Weakness Fire and Lightning [shadow/holy]
Speed 20 ft. [30 ft]
Melee 2 Slams +6 (1d4+2 [+1d4 holy/shadow] plus slow)
Space 5 ft.; Reach 5 ft.
Special Attacks Slow (DC 13 Fort save)
Str 14, Dex 7, Con 17, Int 4, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 12
Feats Great Fortitude, Power Attack, Toughness
Skills Acrobatics +3, Perception +6, Survival +6
Slam – injury; save Fort DC 13; 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.