After a brief absence, I return with more Hounds. I'm resolving to make a new variant every day and to have the Dominion and Throne finished within two weeks.

The Bloodhound:
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Bloodhound Archon
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+15 (43 hp)
Initiative: +6
Speed: 40 ft. (16 squares)
Armor Class: 22 (+2 Dex, +9 natural), touch 12, flat-footed 20
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d6+1) or warhammer +8 melee (1d8+3) or light crossbow +8 ranged (1d6) or net +8 ranged
Full Attack: Bite +8 melee (1d6+2) and slam +3 melee (1d4+1) or warhammer +8/+3 melee (1d6+3) and bite +3 melee (1d6+2) or light crossbow +8 ranged (1d6) or net +8 ranged
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like Abilities, trip
Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., keen scent, immunity to electricity and petrification, magic circle against evil, outsider traits, spell resistance 16, teleport, tongues
Saves: Fort +6 (+10 against poisons), Ref +7, Will +7
Abilities Str 14, Dex 14, Con 12, Int 16, Wis 14, Cha 14
Skills: Gather Information +12, Heal +14, Hide +12, Jump +12, Knowledge (Geography) +13, Knowledge (The Planes) +13, Listen +12, Move Silently +12, Search +13, Sense Motive +12, Spot +12, Survival +14 (+16 on other planes or when following tracks), Swim +5
Feats: Endurance, Improved Initiative, Self-Sufficient, TrackB
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or team (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) or by class level (Favored class Scout)
Level Adjustment: +4

Despite its jowly countenance and long floppy ears, the gleam in this Archonís eyes suggests a keen intellect as it unswervingly follows its trail. The thick warhammer at its left hip and the short crossbow on its right, however, suggest that the quarry is likely to meet a rather painful justice

When the enemy breaks and flees from the field, or when those who flee justice must be brought back to it, Celestia calls in the Bloodhound Archons. Peerless trackers and woodsmen, the Bloodhounds can track their prey even across the planes.

Combat

While hardly weak, Bloodhounds have neither the strength nor inclination for front-line combat. Still, they are expected to be able to apprehend potentially dangerous individuals and are accordingly strong and tough. Their crossbows have blunt tips that allow them to deal nonlethal damage with no penalty, and should it come to close combat they are trained to use their warhammers and nets to incapacitate the quarry.

Aura of Menace (Su): Will DC 16 negates

Change Shape (Su): A Bloodhound Archon can assume any canine form of Small to Large size. While in canine form, the Bloodhound loses its bite, slam, crossbow, net and warhammer 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.

Keen Scent (Ex): A Bloodhound Archon quadruples all applicable distances for the purposes of using scent and can always tell if someone is on the same plane as them if they have smelled them at any point.

Spell-Like Abilities (Su): At will-aid, continual flame, detect evil, 1/day locate creature.

Trip (Ex): A bloodhound archon that hits with its short sword can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the bloodhound.


and the Foxhound (I was tempted to, but did not, make any Metal Gear jokes)
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Foxhound Archon
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+15 (43 hp)
Initiative: +8
Speed: 40 ft. (16 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +6/+6
Attack: Bite +6 melee (1d6) or dagger +8 melee (1d4)
Full Attack: Bite +6 melee (1d6) and slam +2 melee (1d4) or dagger +8/+3 melee (1d4) and bite +1 melee (1d6)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like Abilities, trip
Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., evasion, immunity to electricity and petrification, magic circle against evil, scent, outsider traits, spell resistance 16, teleport, tongues
Saves: Fort +6 (+10 against poisons), Ref +7, Will +8
Abilities Str 10, Dex 14, Con 12, Int 18, Wis 16, Cha 14
Skills: Bluff +13, Decipher Script +12, Disable Device +12, Disguise +10, Escape Artist +10, Gather Information +10, Hide +10, Intimidate +10, Knowledge (Local) +12, Knowledge (The Planes) +12, Open Lock +10, Move Silently +10, Search +12, Sense Motive +11
Feats: Combat Expertise, Dodge, Skill Focus (Sense Motive)B, Weapon Finesse
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or pair
Challenge Rating: 4
Treasure: No coins; double goods; standard items
Alignment: Always Lawful Good
Advancement: 7-9 HD (Medium); 10-18 HD (Large) or by class level (Favored class ?)
Level Adjustment: +4

This creature has a dogís head with a thin snout and pointed ears and the body of a slim human, if one covered in silky fur. You can barely make out a dagger hidden in its fur as it looks around; obviously missing nothing with its intelligent eyes.

The threat of espionage is a recurring problem for Celestia; enveloped as they are in a cold war with the sneakiest and most deceitful creatures in existence. To counter the efforts of the Denomination of Espionage are the Foxhounds, a subset of Hound Archon dedicated to finding and removing fiendish infiltrators.

Combat

Foxhounds are not as strong as their cousins and will try to avoid a straight out fight if possible, preferring to perform hit and run attacks with their throwing axes. If they do enter close combat, they use their shortswords in conjunction with their strong bite; but will generally only do so if they have outflanked the enemy or are attacking lightly armored artillery.

Aura of Menace (Su): Will DC 16 negates

Change Shape (Su): A Foxhound Archon can assume any canine form of Small to Large size. While in canine form, the Foxhound loses its bite, slam, and dagger 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. Unlike other Hound Archons, they can also take the form of any humanoid as per the Alter Self spell (Ignoring the restriction of type).

Spell-Like Abilities (Su): At will-aid, continual flame, detect evil, message, 1/day-invisibility.

Trip (Ex): A Foxhound archon that hits with its short sword can attempt to trip the opponent (+0 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Foxhound.