Aura of Menace. As the Hound Archon takes damage it pulses the aura of menace. When ever the Hound Archon takes 20 points of damage all in a 20 foot area centered on the Hound Archon must make a DC 17 Wisdom save, on a fail save the target(s) has Disadvantage on all attacks for 2 Rounds, and suffer a -2 AC for 2 rounds. This affect does not stack and can only apply once every two rounds to the targets that failed.
Keen Reflexes. The Hound Archon can tap into the empathetic sense of Canines allowing them to sense motives and actions of those they see as threats. They may add a +4 to their imitative rolls. This also allows the Hounds to use their Dexterity for all attacks and damage minus sword attacks.
Shapechanger. A Hound Archon can assume any canine form of Small to Large size. While in canine form, the Hound Archon loses its Paw, and greatsword attacks. For the purposes of this ability, canines include any doglike or wolf like animal of the animal type. The Archon Hound can not take the form of an Evil or dire form canine.
Spacial Shift. As a Bonus Action the Hound Archon can teleport up to 90 feet to any area the Hound can see, alternatively they can use this to move into other planes as per Plane Shift, they do this as an At Will effect and does not need any required components of the spell. Recharge: 5 - 6
Spellcasting. The Hound Archon is a 6th Level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Hound Archon has following spells prepared:
Cantrips (at will): Sacred Flame, Message
2/ day: Compelled Duel, Detect Evil and Good, Shield of Faith
1/ day: Branding Smite, Magic Circle
Multiattack. The Hound Archon makes two attack, one with its Paws and one with its Bite. Alternatively it may use two Paw attacks instead.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 3) Piercing damage.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 1) Slashing damage.
Paws. Melee Weapon Attack: +6 to hit, Reach 5 ft., 1 target. Hit: 9 (1d10 + 3) Bludgeoning damage.
Celestial Grace. The Hound Archons, as a Bonus Action, may touch one willing creature and are healed 15 (2d12 + 2) Hit Points, in addition all aliments such as; disease, poison, exhaustion, Blinded, Deafened, Paralyzed are removed. Recharge 6
Description
Hound archons were the guardians of the first and second layers of Celestia. They were considered by scholars to be the first "true" archons. While typically associated with the gods of the House of the Triad, they were also particularly favored as servants of the halfling god Urogalan. They were one of the most common archons summoned to the Material Plane, and their duties sometimes permitted them to travel to other realms to interact with their inhabitants.
Hound archons appeared as powerfully built Humanoids with canine heads, with broad shoulders and massive, powerful fists. Hound archons had similarly strong legs—a silent warning to foes that a hound archon was also swift on its feet, and if they fled, they would not get far.
All hound archons could be observed wearing simple metal collars about their necks. This collar was not actual metal; it was a mystical representation of the archon's rank within the hierarchy of the archons of Celestia and could not be removed.
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