3e SRD:Celestial, Hound Archon

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Hound Archon[edit]

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft. or 60 ft.*
AC: 19 (+9 natural)
Attacks: Bite +8 melee, 2 slams +3 melee; or greatsword +8/+3 melee, bite +3 melee
Damage: Bite 1d8+2, slam 1d4+1; greatsword 2d6+2, bite 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 16, celestial qualities, scent, alternate form
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +8, Hide +7*, Jump +9, Listen +8, Move Silently +7, Sense Motive +8, Spot +7, Wilderness Lore +1*
Feats: Improved Initiative, Track
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 4
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Celestials speak Celestial, Infernal, and Draconic.

Combat

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): All celestials 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.

Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.

All celestials receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

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. This ability is similar to the polymorph self spell but allows only canines.

*While in canine form, a hound archon gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Wilderness Lore checks.



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