Hound Archon
Hound Archons look like well-muscled humans with canine heads. They are the hunters and stalkers among the Lawful Good celestials. They try to avoid harming good and innocent creatures, and only attack when provoked. Their extreme lawful good tendencies however often facilitates that. They generally meet a foe head-on, but if the odds are against them they will take steps to even the odds, such as hit-and-run tactics.
Hound Archon Ability Adjustments: +4 Str, +2 Con, +2 Wis, +2 Cha.
Favored Class (Ranger): A multiclass hound archon's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Darkvision: Hound Archons are able to see in the dark.
- Base movement of 40.
- Weapon Proficiency (Simple): All hound archons are proficient with simple weapons.
- Weapon Proficiency (Martial): All hound archons are proficient with martial weapons.
- Weapon Proficiency (Creature): Hound Archons can attack with a bite(1d8) or a slam(1d4).
- Spell Resistance: Innate spell resistance of 16, plus 1 per character level.
- Natural Armor Bonus: Racial natural armor bonus of 9.
- Damage Reduction: Innate damage reduction of 10/+1
- Immunities: Immune to Electricity and Petrification
- Hardiness vs Poison: +4 racial bonus to save vs poison
- Spell-Like Abilities: At will - Aid, Detect Evil, Teleport.
- Change Shape: Hound Archons can assume other mundane canine shapes at will.
- Auras: Hound Archons can activate a constant Magic Circle vs Evil, as the spell, and a aura to frighten(Will, DC:16+Cha) their enemies.
- Outsider: Hound Archons are considered Outsiders for the purpose of spells.
(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +5
Racial Hit Dice/Class: 6 of Outsider