An oversized corgi floats in air, moving without visible paws.
CR 4; XP 1,200
NG Medium Outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision, scent, smell evil; Perception +5
AC 17, touch 15, flat-footed 14 (+3 deflection, +2 Dex, +2 natural)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +7
Defensive Abilities ferocity; DR 5/evil; Immune electricity, petrification; Resist cold 10, sonic 10
Speed 40 ft.; air walk
Melee bite +8 (2d4+3)
Special Attacks bark
Spell-Like Abilities (CL 6th; concentration +8)
Constant—air walk, shield of faith
1/day—dimension door (self plus 50 lbs. of objects), locate creature, locate object
Str 14, Dex 14, Con 12, Int 11, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 23 (cannot be tripped)
Feats Improved Initiative, Power Attack, Vital Strike
Skills Acrobatics +11 (+15 jumping), Knowledge (planes) +9, Knowledge (religion) +9, Perception +11, Sense Motive +11, Survival +11
Languages Celestial, Draconic, Sylvan; speak with animals, truespeech
SQ lay on hands 3d6 (5/day), track +3
Environment any (Elysium)
Organization solitary or pair
Bark (Su) Barking of a canicula instantly wakes up sleeping, non-enemy creatures within 60 feet, though canicula can exclude specific creatures from being woken. Good creatures hearing barking of a canicula gain +4 morale bonus to Perception and Sense Motive checks until the end of the canicula's following round. Evil creatures hearing canicula's barking are distracted instead, suffering –4 penalty to concentration checks. A canicula can bark when it rolls initiative, as long as it is not surprised, granting +4 morale bonus to initiative to oneself and its allies.
Smell Evil (Su) A canicula can recognize evil creatures, objects, and effects with its smell and can detect lingering evil aura left by creatures and objects.
Track (Ex) A canicula adds half its HD to Perception and Survival checks made to find and follow tracks and can track while moving at full speed.
Caniculas are corgi-like agathions, dedicated evil-finders, and occasional companions and protectors to children and other defenseless beings. They are very aggressive toward evil entities, though they are excessively friendly toward everyone else. They are also full of energy and easily excited by new smells and discoveries.