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Archon, Hound

CR 4.00 Outsider LG Medium HD 6
This canine-headed humanoid's well-groomed appearance and polished greatsword show it to be more than a common beast.

Hound archons look like well-muscled humans with canine heads typically resembling those of noble-looking wolves or dogs. Well trained, they prefer to make use of their greatswords in battle, though they are equally adept with their natural weapons. Hound archons loathe killing mortals and prefer to disarm or incapacitate even evil individuals when they can. Against fiends and the irredeemably corrupt, though, they show no mercy.

Hound archons are disciplined soldiers and sentinels. Occasionally good-aligned deities send them to watch over specific places and individuals they take a particular interest in. Under the guise of unassuming but friendly strays, such secret defenders might follow their ward or guard their post subtly for years.

In Heaven's armies, exceptional hound archon paladins lead their fellows into combat, taking on roles as captains and knights. They lead incursions against fiendish holdings, whether that entails strikes against daemonic fortresses or liberating the captives of night hag soul collectors. Such missions make hound archons perhaps the most likely celestials one might encounter upon the Lower Planes, and packs of swift-moving wolves occasionally reveal themselves to be welcome saviors to those lost within such realms. Regardless of their orders, hound archons universally exhibit a particular hatred of canine fiends, abandoning all mercy and going out of their way to put an end to the evils of barghests, glabrezus, yeth hounds, and similar depraved outsiders.

HP
39 (6d10+6)
AC
19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
Init
+4
Speed
40 ft.
Fort
+6
Ref
+5
Will
+5; +4 vs. poison, +2 resistance vs. evil
BAB
+6
CMB
+8
CMD
18
Melee
bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword +9/+4 (2d6+3), bite +3 (1d8+2)
DR
10/evil
SR
15
Aura
aura of menace (DC 16), magic circle against evil
Racial Modifiers
+4 Stealth, +4 Survival
str
15
+2
dex
10
+0
con
13
+1
int
10
+0
wis
13
+1
cha
12
+1

Weapons: Martial, Simple

Change Shape — A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.

Universal Monster Rules

Change Shape Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14

spell-like abilities:
Constant—Detect Evil, Constant—Magic Circle Against Evil (DC 14), At will—Aid, At will—Continual Flame, At will—Teleport, Greater, At will—Message
Details
Type
Outsider
Alignment
LG
Size
Medium
Environment
any (Heaven)
Organization
solitary, pair, or squad (3-5)
Treasure
standard (masterwork greatsword, other treasure)
Senses
darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura
aura of menace (DC 16), magic circle against evil
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
9 House/Core
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Aid (Spell) — core content under OGL 1.0a
  • Knows spell: Continual Flame (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Message (Spell) — core content under OGL 1.0a
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