Name
Hound Archon Level 2 Unaligned 40 ft.
STR+316
DEX+214
CON+112
INT−18
WIS+011
CHA+214
AC 14
Hit Points
18 / 18
Death Saves
Success
Failure
Initiative +2
Prof. Bonus +2
Saving Throws
STR +5
CHA +4
DEX+2
CON+1
WIS+0
INT−1
Combat
Skills & Spells
Features
Action Economy
ActionAttack, Dash, Disengage, Dodge, Help, Hide, Search, Shapechange, Lay on Paws
Bonus ActionGrapple attempt after Slam hit
ReactionInstinctive Guard — impose disadvantage on an attack vs. adjacent ally
Natural Attacks
Bite
NaturalMeleeMagical
Attack Bonus+5
Damage1d6+3
TypePiercing
Reach5 ft.
On hit: target makes DC 13 Strength save or is knocked prone.
Slam
NaturalMeleeMagical
Attack Bonus+5
Damage1d4+3
TypeBludgeoning
Reach5 ft.
On hit: bonus action grapple attempt at no additional cost.
Carried Weapons
+ Add a weapon
Skills
AthleticsSTR+5
AcrobaticsDEX+2
Sleight of HandDEX+2
StealthDEX+2
ArcanaINT−1
HistoryINT−1
InvestigationINT−1
NatureINT−1
ReligionINT−1
Animal HandlingWIS+0
InsightWIS+0
MedicineWIS+0
PerceptionWIS+2
SurvivalWIS+0
DeceptionCHA+2
IntimidationCHA+4
PerformanceCHA+2
PersuasionCHA+2
Passive Perception 12
Cantrips — Magic of the Heavens
Message Transmutation cantrip · No components
Casting Time1 Action
Range120 ft.
Duration1 Round
ConcentrationNo
You point your finger toward a creature within range and whisper a message. The target and only the target hears the message and can reply in a whisper that only you can hear.
Can be cast through solid objects if you are familiar with the target and know it is beyond the barrier. Blocked by magical silence, 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood. Does not need to follow a straight line.
This cantrip requires no components — a unique property of Magic of the Heavens. It manifests as a faint golden resonance rather than a whisper.
Light Evocation cantrip · No components
Casting Time1 Action
RangeTouch
Duration1 Hour
ConcentrationNo
You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again. If the object is held or worn by a hostile creature, it must make a Dexterity saving throw to avoid the spell.
This cantrip requires no components — a unique property of Magic of the Heavens. The light manifests as warm celestial gold, not the color of mundane flame.
Spell Slots
Spell slots unlock at level 5 when divine power fully asserts itself. This section will populate at that time.
Level 1
Natural Weapons

Bite: 1d6 + Str mod, piercing. On a hit, target makes DC 13 Strength save or is knocked prone. Improves to 1d8 at 10th level.

Slam: 1d4 + Str mod, bludgeoning. On a hit, you can attempt to grapple the target as a bonus action at no additional cost.

Both count as magical weapons for overcoming resistance and immunity. Both benefit from Extra Attack when it unlocks at 5th level.

Keen Smell

Advantage on Perception and Survival checks involving scent. As long as a scent trail exists, advantage on checks to track a creature even if it is invisible — you know the direction it went even if you can't pinpoint its location.

Canine Shapechange
1/1

Use your action to polymorph into any canine Beast of Small to Large size for up to 1 hour. Revert as a bonus action or if reduced to 0 HP. In canine form: advantage on Stealth and Survival; retain mental stats and Keen Smell; cannot cast spells or use equipment.

Pitbull form: AC 12, HP 18, Speed 35 ft., Str 16 (+3). Bite +5 (1d8+3 piercing, DC 13 Str or prone). Slam +5 (1d4+3 bludgeoning, bonus action grapple). Traits: Tenacious Grip, Bulldog Stance, Celestial Origin.

Uses: 1 per short or long rest. Counter tracks remaining uses. Tap SR to reset after a short rest.

Improves to at will at 7th level; bonus action to activate at 15th level.

Trance

You do not sleep. You meditate for 4 hours to gain the full benefits of a long rest. You are immune to magical sleep effects. During trance you experience fragmented flashes of celestial memory — unclear, symbolic, and something the DM uses as narrative hooks.

Celestial Hide

While unarmored, AC = 12 + Dexterity modifier. Current AC: 14 (12 + 2 Dex).

Wearing armor replaces this value — the two cannot stack. Celestial Hide improves at higher levels: 13+Dex at 5th · 14+Dex at 9th · 15+Dex at 13th · 16+Dex at 17th.

Level 2
Divine Sense
2/2

As an action, open your awareness to celestial influence. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet not behind total cover. You know the type but not the specific identity.

Uses: 2 per long rest (Charisma modifier). Counter tracks remaining uses. Tap LR to reset.

He does not understand why he can do this. It feels like following a scent he has no word for.

Magic of the Heavens

You know the Message and Light cantrips. No components required — these are cast using Charisma and manifest as warm golden light or a resonant divine bark. Full spell details in the Skills & Spells tab.

Expands at 5th level (Sacred Flame, Guidance), 9th level (one additional spell), and 14th level (one spell reflecting your chosen god).

Instinctive Guard

Reaction. When a creature you can see attacks a target other than you within 5 feet, you can use your reaction to impose disadvantage on the attack roll. You physically step between attacker and target — you must be able to move.

He does not choose to do this. He simply does, and only later wonders why.

Level 3
Lay on Paws
2/2

Healing pool of 2d6 per long rest (1d6 × Proficiency bonus of 2). As an action, touch a creature and expend any number of dice, healing 1d6 per die spent. Alternatively, expend one die (no healing) to cure one disease or neutralize one poison.

Uses: 2 dice per long rest. Counter tracks remaining dice. Tap LR to reset.

Pool grows with Proficiency bonus as you level: 3d6 at 5th–8th, 4d6 at 9th–12th, and so on.