Alright, here's the stat block. I'll be adding the fluff and writing down the abilities tomorrow. any comments/concerns now?
Archon, Hound (Retriever)
Medium Outsider (Archon, Good, Lawful, Extraplanar)
Hit Dice: 6d8
Speed: 40 ft.
Armor Class: 19 (+9 natural), touch 10, flatfooted 19
Base Attack/Grapple: +6/+7
Attack: Longsword +7 melee (1d8+1 damage)
Full Attack: Longsword +7 melee (1d8+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities, Incapacitate
Special Qualities: Darkvision 60 ft., Lowlight vision, Aura of Menace, Magic Circle Against Evil, Teleport, Tongues, Immunity to poison and electricity, Damage Reduction 10/Evil, change shape, Spell Resistance 16
Saves: Fort +6 (+10 vs. poison), Ref +5, Will +7
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 15, Cha 12
Skills: Concentration +10, Hide +10, Jump +10, Listen +11, Move Silently +9, Survival +14 (+16 following tracks)
Feats: Track(B), Improved Initiative, Power Attack, Skill Focus: Survival
Environment: The Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 5
Treasure: No coins; double goods; standard items
Alignment: Always Lawful Good
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: +6
This man-high creature looks similar to an anthropomorphic dog with glorious golden fur. It has an air of majesty surrounding it.
When the fiendish and the corrupt need to be brought back to Celestia alive, the Retriever Hounds are released. They tirelessly pursue their quarry, whether they be on Celestia itself or travelling through the planes.
Retriever Hounds, though among the lower Archons, are a terrifying sight to least devils, lesser demons, and evil mortals everywhere. When one of these creatures are hunting you down, you know that Celestia has deemed you a threat to be brought back alive.
Retriever Hounds have a fairly simple strategy: run into the enemies, incapacitate the target, and teleport away before too much damage is taken.
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. Those who fail the will save (DC 16) 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 archonís aura for 24 hours.
Magic Circle Against Evil (Su): A magic circle against evil effect always surrounds an archon (Caster Level 4th). (The defensive benefits from the circle are not included in an archonís statistics block.)
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th). Normally, the Retreiver Archon can transport only itself and up to 50 pounds of objects, but it may also transport one creature that has been incapacitated along with it. Seen Incapacitate for more details.
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.
Spell-Like Abilities: At willóaid, continual flame, detect evil, message. Caster level 6th. 1/day- Mark of Justice. Caster level 9th.
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.
Incapacitate (Su): The Retriever barks at an opponent within 30 feet, as a standard action. That opponent must make a DC (15) Will save, or fall unconscious. If they make the save, they are dazed for one round. The save DC is Wisdom based.
Skills: While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.