Archon, Hound Hero* (CR 16)

Medium Outsider (Archon, Extraplanar, Good, and Lawful)
Alignment: Always lawful good
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., scent, Listen +10, and Spot +10


AC: 30 (+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30
Hit Dice: 6d8+18 plus 11d10+33 (143 hd); DR: 10/evil
Fort +18 (+22 against poison), Ref +11, Will +13
Speed: 40 ft.; 30 ft. in full plate armor
Space: 5 ft./5 ft.
Base Attack +17; Grapple +22
Attack: +2 cold iron greatsword +25 melee or bite +22 melee
Full Attack: +2 cold iron greatsword +25/+20/+15/+10 melee and bite +17 melee; or bite +22 melee and slam +17 melee
Damage: +2 cold iron greatsword 2d6+9/19-20, bite 1d8+5, slam 1d4+2
Special Attacks/Actions: Smite evil, spells, spell-like abilities, turn undead 6/day
Abilities: Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16
Special Qualities: Aura of menace, change shape, immunity to electricity and petrification, magic circle against evil, paladin abilities, SR 27, teleport. ( 11th-Level Paladin)
Feats: Improved Initiative, Leadership, Mounted Combat, Ride-By Attack, Track, Weapon Focus (greatsword)
Skills: Concentration +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, and Survival +2*
Advancement: By character class
Climate/Terrain: A lawful good-aligned plane
Organization: Solitary or with juvenile bronze dragon
Treasure: Standard

Source: Web

Combat

Aura of Menace (Su): Will DC 18 negates.

Change Shape (Su): A hound archon can assume any canine form of Small to Large size. 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 doglike or wolflike animal of the animal type.

Skills: *While in canine form, a hound archon hero gains a +4 circumstance bonus on Hide and Survival checks.

Smite Evil (Su): Three times per day a hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of damage against an evil foe.

Paladin Abilities: Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (33 points/day), remove disease 2/week, special mount (juvenile bronze dragon).

Typical Paladin Spells Prepared (2/2; save DC 12 + spell level): 1st - divine favor, protection from evil; 2nd - bull's strength, eagle's splendor.

Possessions: +3 full plate armor, +2 cold iron greatsword.

Hound Archon Hero Mounts

In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).

This is a sample creature derived from a Template.