Hound Archons as PCs?

Are there rules anywhere for using a hound archon as a PC? They have a +5 LA but there is nothing in the MM entry re: stat modification.

Anyone seen anything out there?
 

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If you have the Savage Species book you can find a "Monster Class" progression over 11 levels.

The LA is +5 as you say, and coupled with their 6 hit dice, it makes for an ECL 11 character. So the example Hound Archon Hero would be a 22nd level PC (11 Paladin levels, plus 6 outsider hit die, plus LA +5).

Stat modification: You can determine the stat modifications of monsters by comparing the stat to 10 if even, and 11 if odd.

For the Hound Archon, this would be:

Str 15 = +4
Dex 10 = +0
Con 13 = +2
Int 10 = +0
Wis 13 = +2
Cha 12 = +2
 

Their Savage Species progression actually makes for a pretty playable character, much moreso than many other high LA monsters.
 

They have some nice things but at 11th level those HP won't last long at all as a front liner. The AC, SR and DR might make up for it, but one bit of bad luck could turn really bad.

BTW, savae species is a 3.0 book semi compatable with 3.5. double check the SS VS. the 3.5MM

3.5 HOUND ARCHON
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20)
Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19–20) and bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues
Saves: Fort +6 (+10 against poison), Ref +5, Will +6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
Feats: Improved Initiative, Power Attack, Track
Environment: A lawful good-aligned plane
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); 10–18 HD (Large)
Level Adjustment: +5

Hound archons look like well-muscled humans with canine heads.

Combat
Hound archons prefer to attack with their natural weapons but occasionally use greatswords.

A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 6th.

At will - aid, continual flame, detect evil, message.

Aura of Menace (Su): Will DC 16 negates.

Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

COMBAT
Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and run tactics or standing off and engaging a foe with magic before moving into melee).

Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet and low-light vision.

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 on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, 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.

Immunity to electricity and petrification.

+4 racial bonus on saves against poison.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)

Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
 

They are vulnerable to some bad rolls, but with their Con, they should catch up in the hp department eventually. With the elite array, if they put a 14 in Con, they get a 16, and with max hit points at 1st level, they would start with 49 hit points, which is not great, but not so bad, especially with their saves and AC. I mean, +9 natural armor, come on! I'd definitely take armor with fortification if I were going to be a front line fighter.

Their basic feat selections are actually pretty good. Paladin is not a bad class, but ranger, fighter, or barbarian would be pretty cool, too. Scout would probably be a lot of fun, too. I think, personally, I would go for fighter, since at 6 HD they just don't have a lot of feats to play with.
 


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