Archon, Hound (CR 4)
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
Languages: Tongues SA
AC: 19 (+9 natural), touch 10, flat-footed 19
Hit Dice: 6d8+6 (33 hp); DR: DR 10/evil
Fort +6, Ref +5, Will +6
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +8
Attack: Bite +8 melee; or greatsword +8 melee
Full Attack: Bite +8 melee and slam +3 melee or greatsword +8/+3 melee and bite +3 melee
Damage: Bite 1d8+2, slam 1d4+1; greatsword 2d6+2, bite 1d8+1
Special Attacks: Spell-like abilities
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Special Qualities: Aura of menace, change shape, immunity to electricity and petrification, magic circle against evil, SR 16, teleport
Feats: Improved Initiative; Power Attack; Track
Skills: Concentration +10, Diplomacy +3, Hide +9, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, and Survival +10* (+12 following tracks)
Advancement: 7-9 HD (Medium; 10-18 HD (Large)
Climate/Terrain: Seven Mounting Heavens of Celerity
Organization: Solitary, pair or squad (3-5)
Treasure/Possessions: no coins, double goods, standard items
Source:
Monster Manual
The term "celestial" refers to many beings who live on the planes of Good. Celestials positively drip with goodness - every fiber of their bodies and souls is suffused with it.
They are the natural enemies of the fiends (creatures of the infernal realms).
All celestials are blessed with comely looks, though their actual appearances vary widely.
Celestials speak Celestial, Infernal, and Draconic.
HOUND ARCHON
Hound archons look like well-muscled humans with canine heads. They seek to defend the innocent and the helpless against evil.
Their broad shoulders and meaty fists mark hound archons as able combatants. Likewise, their strong legs indicate that fleeing enemies won't get very far.
Combat
Celestials never attack without provocation (though their over-whelming goodness often makes them easily provoked). They avoid harming other good creatures if they can, using non-lethal spells or subdual attacks if possible. An angry celestial can be vengeance itself, however, no matter what the foe's alignment is.
Celestials with few magical abilities generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds. Because most celestials are very mobile, they favor hit-and-run tactics. Magically powerful celestials usually stand off and engage a foe with spells before moving into melee.
Hound archons always fight with a will. They prefer to attack with their natural weapons but occasionally use greatswords.
Spell-Like Abilities: At will - aid, continual flame, detect evil, and message. These abilities are as the spells cast by a 6th-level sorcerer.
Celestial Qualities: Aura of menace (save DC 16), magic circle against evil, electricity and petrification. immunity, teleport, tongues, +4 save against poison.
Alternate Form (Su): Hound archons can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action.
While in canine form, a hound archon gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Survival checks.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon's aura for one day.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon's Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)
Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): Can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.