Yellow Spaniel
These high-energy dogs are fiercely loyal companions which tend to attach themselves to a single person for life. Although formmidable fighters, their true strength is their gregarious, friendly nature. In fact, they prefer to Charm Person or Animal rather than fight, if at all possible. (They have three uses of the ability per day.)

Red Retriever
These large hunting dogs are excellent swimmers. Indeed, their large webbed paws allow them to traverse mud and other soft surfaces that would mire other beasts. Although they can and will kill, they hate cruelty, and will not serve a master who torments or tortures others.
The Red Retriever can find any recently lost object, and can track down any wounded or slain game or enemy. Treat it as a Tracking Skill of 13+HD.
It can Pass Without Trace as a Druid at will but it must move 10 feet slower than its maximum movement speed to do so.

Green Guards
These nearly wild, exceptionally territorial canines are rarely kept as pets. Instead, handlers tend packs of them and traim them to tolerate beings which are allowed to be in the dogs' territory.
Holy sites, monasteries, druids' groves, and hermitages are often protected by these forest dwelling mastiffs.
They have the ability to Detect Evil as a Paladin, and their bite inflicts a +1 Enhancement Bonus versus Evil.
The damp conditions of their preferred habitat, (forests,) allows algae to grow in their brown wiry fur, giving them a green hue which also grants them a +5 Hide bonus, which is most often used by pups and by scouts patrolling their range for game or intruders.
Trainers teach them to recognize those who are allowed to be on designated routes, either using fetishes or recognition signs. When in doubt, the pack will follow the intruders, waiting for evidence that they are hostile before attacking.
The pack communicates and coordinates over long distances using modulated howls.

White Shepherd
Although they may appear to be herders, the flocks these dogs tend are nomadic humanoids, and usually elves. The dog chooses the tribe, they are not owned, and will thereafter guide and guard them for life. Typically a mated pair and their offspring work together, with mature offspring seeking a mate and a home with another tribe.
10% of White Shepherds can speak and understand Common, but they will rarely speak unless alone with the leader or an influential member of the tribe.
On rare occasions a pup and a child of the tribe will bond for life. The pup almost always learns to understand the mate's language, but may never speak it.
White Shepherds can breathe a Sleep Fog three times each day which performs like the Sleep spell.

Golden Mastiff
Shrines, temples, and holy places of Good deities are the homes of these canines. They are sometimes called Lion Mastiffs due to their resemblance to lions in both size and fur pattern.
They are powerful fighters which, when aroused, can cause their mane to flame which grants 1d6 fire damage per bite attempt, save negates, and grants their bite a +4 Enhancement bonus with the additional damage being of the Fire type.
All of them comprehend the languages typically spoken in their area, and 50% can speak. Those which can speak are capable of casting arcane spells as a Sorceror at a level equal to half their hit dice.
They are solitary save for females with pups. The male pups tend to leave their mother between 6 to 12 years of age while females remain with their mother until between 8 to 16 years. A female will not mate again until her lart pup has gone. A litter is usually 3-6 pups.
Golden Mastiffs can Wind Walk once per month, but only at night.
On rare occasions a young Golden Mastiff will become a companion to an adventuring paladin or Good cleric, but the mastiff will generally leave the adventuring life when it discovers a suitable home not already occupied by another guardian.