Another outsider familiar. Designed as a guide and advisor (taking advantage of the outsider racial skill points) rather than for any in-combat utility.

SMALL OUTSIDER (Air, Earth, Extraplanar, Good, Lawful)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), burrow 20 ft., climb 20 ft., fly 50 ft. (perfect)
Armor Class: 21 (+1 size, +3 Dex, +5 natural, +2 deflection), touch 16, flat-footed 18
Base Attack/Grapple: +3/-1
Attack: Bite +4 melee (2d4)
Full Attack: Bite +4 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Solar ritual, spell-like abilities
Special Qualities: Damage reduction 5/evil, darkvision 60 ft., immunity to poison and disease, resistance to acid 10, cold 10, and electricity 10, spell resistance 13, unearthly grace
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 10, Dex 17, Con 11, Int 11, Wis 12, Cha 14
Skills: Climb +11, Heal +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (the planes) +6, Spellcraft +8, Survival +9 (+11 underground, avoiding hazards or getting lost, aboveground natural, other planes), Use Magic Device +2 (+4 scrolls)
Feats: Self-Sufficient, Track
Environment: A lawful good-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 4-6 HD (Small)
Level Adjustment: - (Improved Familiar)

Khepri are celestial beetles, creatures of both the heavenly and the terrestrial spheres. They resemble large gleaming scarab beetles with carapaces of ebony, lapis lazuli, or even solid gold. Their wings are not membranous like those of mortal scarabs, but instead bear brightly-coloured feathers. Dutiful and industrious, they serve mortal wizards of noble intent.

Khepri are of little use in combat. They make use of their wisdom and magic to serve in other capacities.

A khepri's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

A khepri speaks all of Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, and Terran.

Combat Abilities
Solar Ritual (Su)
Once per day a khepri may perform an elaborate ritual, in which it rolls a ball of earth along the ground to mimic the passage of the sun across the sky. The ritual takes an hour to perform, after which the khepri can call upon the power of the sun and earth to duplicate one of the following effects: commune, divination, fabricate, or move earth (requiring an additional casting time as per the spell). Caster level 12th.

Unearthly Grace (Su)
A khepri adds it's Charisma modifier as a bonus to its saving throws and as a deflection bonus to its Armour Class.

Spell-like abilities
At will - detect chaos/evil/good/law, detect magic, mending, prestidigitation. Caster level 3rd.

A khepri has a +8 racial bonus on Climb checks. A khepri can always choose to take 10 on a Climb check, even if rushed or threatened. A khepri uses either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.