Archon, Hound Archon
Medium Celestial, lawful good
Armor Class 12 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft.
|STR ||DEX ||CON ||INT ||WIS ||CHA |
|15 (3) ||12 (1) ||14 (2) ||10 (0) ||14 (2) ||12 (1) |
Saving Throws Constitution +4, Charisma +3
Skills Athletics +5, Perception +4, Survival +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; poison
Damage Immunities electricity
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Archons can speak with any creature that has a language.
Challenge 3 (700 XP)
Aura of Menace. A righteous aura surrounds archons when they fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Wisdom saving throw (DC 11) to resist its effects. Those who fail have disadvantage on attack rolls and saves for 24 hours 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 the same archon’s aura for 24 hours.
Keen Smell. The hound archon has advantage on Wisdom (Perception) checks that rely on smell.
Shapechanger. The hound archon magically polymorphs into a canine, such as a mastiff or wolf, and can remain in that form indefinitely. The hound archon can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. It’s statistics are the same in each form.
Magic Weapons. The hound archon’s attacks are magical.
Shielded Mind. The hound archon is immune to scrying and any effect that would sense its emotions, read its thoughts, or detect its location.
Innate Spellcasting. The hound archon’s spellcasting ability is Charisma (spell save DC 11). The hound archon can innately cast the following spells, requiring no material components:
At will: aid, continual flame, detect good and evil, message
Multiattack. The hound archon makes two attacks.
Greatsword (Humanoid Form Only). Melee Weapon Attack. Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Bite. Melee Weapon Attack. Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Hound archons are large, muscular humanoids with canid heads that are disciplined soldiers and expert trackers. They typically carry large silver greatswords, but are capable of fighting with their natural weapons when necessary.
Hound archons occasionally stand watch at holy sites, appearing as nothing more than strays feeding on the scraps of parishioners. Their ability to assume an inconspicuous canine form also allows them to serve as spies on the material planes and to track their quarry unseen.
Hound archons are typically solitary, but may hunt in pairs or small squads. When serving as part of a larger heavenly army, hound archons may serve as forward scouts, and experienced hound archon paladins may serve in the role of captains or knights. Some such paladins are known to lead incursions into the Nine Hells or the Abyss.