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Hound ArchonCreature 4


LGMediumArchonCelestial
Source Pathfinder Bestiary 2
Perception +13 (darkvision)
Languages Celestial, Draconic, Infernal, Tongues
Skills Athletics +12, Intimidation +10, Religion +9, Stealth +10
Str +4, Dex +2, Con +4, Int +0, Wis +3, Cha +2

AC 22; Fort +14; Reflex +8; Will +11; +1 status to all saves vs. magic
HP 70
Speed 35 feet
Weaknesses Evil 5

Greatsword One Action +14 (+9, +4) to hit (good, magical, versatile p) 1d12+6 Slashing + 1d6 Good
Jaws One Action +14 (+10, +6) to hit (agile, good, magical) 1d6+6 Piercing + 1d6 Good

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicRetributive Strike Reaction

Damage Reduction 6


Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.


Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.

Archon's Door

Once per day, if an archon sees another creature cast Dimension Door, the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.

Change Shape One Action (concentrate, divine, polymorph, transmutation, animal)

A hound archon can take the appearance of any canid animal of Small to Large size. This doesn't change their Speed or the attack and damage bonuses for their Strikes, but if the canid's bite attack has the Knockdown ability, then the hound archon's bite attack gains that ability while they are in that form.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Diligent Assault Two Actions

The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.


Divine Innate Spells (DC 19, +9 to hit)

Cantrips (2nd Level): Message
4th Level: Dimension Door
5th Level: Tongues (Constant)


Among the rank-and-file soldiers of Heaven's armies, few individuals are more dependable and truer to the cause than the noble hound archons, embodiments of the virtue of diligence. Unlike horned archons, who perform at a similar level along Heaven's grand hierarchy, hound archons do not scout ahead for evil or perform reconnaissance missions in hostile territory. A hound archon's role is as a soldier in the heart of battle or, occasionally, as a sentinel tasked with protecting a particular strategic location or holy site.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.