This small, evil-looking primate sports feathered wings and vicious claws.
Flying Monkey (CR 1)
LE Small outsider (native) Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
--- AC 15, touch 14, flat-footed 11 (+3 Dex, +1 natural, +1 size) hp 7 (1d8+3) Fort +5, Ref +5, Will +2 DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 12
--- Speed 30 ft., fly 60 ft. (good) Melee bite +4 (1d4+2), 2 claws +4 (1d3+2) Special Attacks smite good 1/day Spell-Like Abilities (CL 1st; concentration +0)
--- Str 14, Dex 17, Con 16, Int 6, Wis 14, Cha 9 Base Atk +0; CMB +1; CMD 14 Feats Weapon Finesse Skills Acrobatics +11, Climb +10, Fly +13, Perception +6, Stealth +11; Racial Modifiers +4 Acrobatics, +4 Climb
--- Environment warm forests or plains Organization solitary, pair, or mission (3–6) Treasure none
--- Smite Good (Su) Once per day as a swift action, a flying monkey can smite good as the smite evil ability of a 1st-level paladin, except affecting a good target. The smite persists until the target is dead of the flying monkey rests.
The spawn of ordinary primates and bestial fiends of unknown ilk, flying monkeys are ill-tempered brutes. Despite their foul attitude, they recognize and gravitate towards power, willing to debase themselves at the feet of powerful spellcasters, particularly witches, should such service provide them an opportunity for personal advancement. Whether in the service of a spellcaster or not, flying monkeys enjoy missions of kidnapping, theft, and other forms of thuggery for fun and profit.
A 5th-level lawful evil spellcaster with the Improved Familiar feat can gain a flying monkey as a familiar.