Hound Archon (5e Race)
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"Our war will never end, But where would the fun be in that?"
Hound Archons are humanoids, though with a caniniform skull. Although there is a wide variety in facial features, most do not closely resemble any particular breed of dog, and they often have exotic features, such as extra facial features, unusual fur colors, peculiar fur plumes, feline-like manes, occasional small horns or antlers, or geometric patterning. They are typically quite well-built and are naturally suited to combat thanks to their natural weapons.
In addition to their natural appearance, Hound Archons may also assume the form of any canid, such as dogs, wolves, coyotes, foxes, jackals, and dingoes. They often do so when on the mortal plane, to subtly aid good mortals in various ways, though they have also been known to use this ability to improve their stealth and to pass by unnoticed.
Hound Archons have long been front-line soldiers who reside on the Celestial Plane. It is rare for hound archons to venture to the material plane but it is not unheard of in times of need. A single experienced hound archon can turn the tide of a battle. They are typically subordinate to other archons or angels, and it is almost a fairy tale for one to rise to the rank of general, though it was achieved by one legendary hound archon.
Hound archons can be found dwelling on the slopes of Celestia. They are a warrior culture and cultivate an army of well-disciplined sentinels to protect their heavenly realm. Society is structured around the military hierarchy. They are active combatants in the fight against evil, being absolutely merciless toward fiends. Against mortals, they avoid killing as much as is possible, as they believe mortals should be their own judges while on the mortal plane.
Canine-headed celestial defenders of the innocent and the helpless against evil.
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Hound Archons do not age.
Alignment. Favoring lawful good alignment as they originate on the Upper Plane, though it is not completely unheard of to be turned lawful evil through fell magic.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shapechange. You can use your action to shape change into a jackal (MM p. 331), mastiff (MM p. 332) or wolf (MM p. 341). Use the rules for the druid's wild shape feature, (PHB p.66) with the exception that this effect has a maximum duration of one hour. You can use this feature once per short or long rest.
Natural weapons. You have fangs and sharp claws. Your unarmed strike deals 1d4 piercing damage.
Magic of the Seven Heavens. You know the light cantrip. When you reach 3rd level, you can cast the see invisbility spell once. When you reach 5th level, you can cast the tongues spell once. You regain the use of these spells when you finish a long rest.
Celestial. Your creature type is both humanoid and celestial.
Languages. You can speak, read and write Common, and Celestial.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6′0″||× 2d10 inches.||200 lb.||× 5d10 lb.|