A steamy helm covered by a hard shell. Slow-moving, but has high physical 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.
Raldo (CR 2)
AC 15, touch 9; flat-footed 15 (-2 dex, +6 natural, +1 size)
hp 28  (3d8+15)
Fort +7, Ref -1, Will +3
Resist Earth 5, [holy 5/shadow 5]; Strong Physical
Weakness Ice, [shadow/holy]
Speed 20 ft. [30 ft]
Melee 2 Slams +5 (1d4+2 [+1d4 holy/shadow])
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Attack
Str 14, Dex 7, Con 18, Int 4, Wis 11, Cha 8
Base Atk +2; CMB +3; CMD 11
Feats Great Fortitude, Toughness
Skills Acrobatics +2, Perception +4, Survival +4
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the raldo can inflict more pain than normal. If they succeed at hitting with their slam attack, the damage is 1d4+2 plus another 1d4+2 divided by half.